Overview[]

Weapons are a type of combat in Arcane Odyssey, being one of the 4 major build options (Weapons, Magic, Fighting Styles and Spirit Weapons). Each weapon comes with preset skills that require a certain weapons level to use. In general, weapons come in 5 main variants that are determined by what stats you invest in:
- Normal Weapons - Only require investment into the Weapons stat to use their skills.
- Strength Weapons - Weapons that are physically too heavy for normal Warriors to wield, requiring investment into both Weapons and Strength stats to properly use. Primarily used by Warlord builds, but can also be used by Savants.
- Spirit Weapons - Weapons utilized by Vitality based builds, they take energy and a small amount of health when used. Their damage is calculated by the amount of Vitality used in the player’s build, currently the only spirit weapon in the game is the Eagle Patrimony.
- Arcanium Weapons - Arcanium weapons are a planned feature. Weapons that are made out of the magic-conducting Arcanium alloy, and require investing into either Weapons, Magic or both. Arcanium weapons are said to be able to conduct spells and alter them depending on the weapon. They will primarily be used by Conjurers in the future, but can also be used by Mages and Warriors.
- Artisan Weapons - Planned feature. Weapons that are only usable by Warrior builds, said to grant some kind of unique use.
All weapons have their "Type" and "Quality" (they can be shown by hovering over weapon and looking at skill poppup). Type determines base skill set the weapon has (Light baded has throw and Heavy bladed has self-tornado like move), and Quality determines the amount of skills a weapon has. Every tier above Average has 5 skills - 4 moves and 1 Ultimate Art, while Poor and Average weapons have 2 and 3 slots respectively.
Points needed for each normal weapon skill | ||||||
---|---|---|---|---|---|---|
Quality of weapon | Weapon Levels | Skill Slots | ||||
Poor Quality (Old, Rusty, Wooden (Club/Greatclub), Branch (Bow)) | 1+ | 2 | ||||
Average Quality (Iron, Bronze, Wooden (Bow), Ravenna (Sword), Samerian, Keraxe) | 50+ | 3 | ||||
Good Quality (Ravenna, Atlantean, Sunken) | 100+ | 5 |
Weapons Customization And Weapon Disarming[]

As said above, each weapon has its own skill set, but ever since Port Mistral Update (v1.16), we are able to disarm our weapons at blacksmith, removing the skills of the weapon, and giving them as "Skill notes". The skill notes can be placed on a weapon that has been disarmed already to change the skills it can utilize. The stat points required to use a skill scale off depending on what slot it was placed, the first slots having lower stat points required, and the last ones requiring higher amount of stat points. The last skill of a weapon will always be set as an Ultimate Art.
Skill costs are calculated by formulae below:
- WeaponLevel x 2 + (Cost of the Skill) - 30 for first 2 skills
- WeaponLevel x 2 + (Cost of the Skill) + 10 - 30 for 3rd and 4th slots.
- Weaponlevel x 2 + (Cost of the Skill) + 210 - 30 for 5th slot.
Important note: Even though the 'original' calculation are made without '-30', they make sense when you substrat 30 from the skills, so despite game calling something like Whirlwind a 30 points skill, in reality, its a 0 points skill.
Example[]
Let’s say we have a level 50 greatsword and 3 skill slots. We choose - Flying Phoenix on first slot, Devastate on second and Tiger Rush on third. Looking at the Weapon Skill Compatiblity list below, we can see all the requirements: Flying Phoenix - 90, Devastate - 30, Tiger Rush - 60. Substracting 30 from it we get: Flying Phoenix - 60, Devastate - 0, Tiger Rush - 30. Let’s apply skills: We have a level 50 greatsword, so starting cost for skills would be 100, and 110 for 3rd and 4th slots ( in our situation only 3rd skill). We then have a level 50 greatsword, with Flying Phoenix costing 160, Devastate 100 and Tiger Rush 140.
There's examples of course: Some unique skills stay the same cost no matter the weapon (Crushing Judgment of Vindicator will cost 220 on any weapon.)
And Strength Weapons split the requirements points in 2, but needing investment in both Strength and Weapons.
Weapon Skill Compatibility | |
---|---|
Weapon Type | Skill Name (Weapon Stat Requirement) |
Light Bladed (e.g. Old Dagger) | Light Bladed Throw, Sword Draw: Flash Strike, Whirlwind (30) |
Flying Slash, Shining Cycle, Spiraling Fury (60) | |
Flying Phoenix (90) | |
Bladed (e.g. Old Sword, Old Cutlass) | Sword Draw: Flash Strike, Whirlwind (30) |
Flying Slash, Shining Cycle, Tiger Rush (60) | |
Flying Phoenix (90) | |
Rising Tide (Sunken Sword Exclusive) (100) | |
Dual Bladed (e.g. Dual Old Swords) | Twin Crescents, Whirlwind (30) |
Shining Cycle, Sword Draw: Mirrored River, Tiger Rush (60) | |
Flying Phoenix, Soaring Eagle (90) | |
Heavy Bladed (e.g. Old Greatsword) | Devastate, Sword Draw: Flash Strike, Tempest, Whirlwind, Raging Impact (30) |
Flying Slash, Sword Draw: Mountain Wind, Striking Gale, Tiger Rush (60) | |
Flying Phoenix (90) | |
Katana | Sword Draw: Flash Strike, Whirlwind (30) |
Flying Slash, Shining Cycle, Tiger Rush (60) | |
Flying Phoenix (90) | |
Heavy Cleaver (e.g. Old Greataxe) | Devastate, Tempest, Whirlwind, Raging Impact(30) |
Flying Slash, Skull Crusher, Striking Gale, Sword Draw: Mountain Wind (60) | |
Crushing Judgement (220) | |
Claws | Primal Swipe (30) |
Spiralling Fury, Beast Instinct (60) | |
Axe | Whirlwind, Axe Throw, Raging Impact (30) |
Brutal Rush (60) | |
Thrusting (e.g. Rapiers) | Piercing Strikes (30) |
Shining Cycle (60) | |
Bludgeon (e.g. Maces, Hammers) | Raging Impact (30) |
Brutal Rush (60) | |
Crushing Judgement (220) | |
Blunt (e.g. Clubs) | Raging Impact (3) |
Brutal Rush, Skull Crusher (60) | |
Crushing Judgement (220) | |
Heavy Blunt (e.g. Greathammers,Vindicator) | Raging Impact, Devastate (30) |
Skull Crusher (60) | |
Crushing Judgement (220) | |
Polearm | Polearm Throw, Knocking Blitz (30) |
Impaling Strike, Piercing Gale (60) | |
Sparrow Thrust (90) | |
Ethereal Flash (Triasta of Bronze Exclusive) (220) | |
Staff | Knocking Blitz (30) |
Piercing Gale (60) | |
Sparrow Thrust (90) | |
Fury of the Sea (Sunken Staff Exclusive) (200) | |
Shield | Shield Throw (30) |
Shield Bash (60) | |
Bow | Rain of Arrows (30) |
Quickdraw (60) | |
Storm of Arrows (120) | |
Pistol | Cheap Shot (30) |
Multi Shot (60) | |
Multi Pistols | Cheap Shot, Gun Draw: Rapid Fire (30) |
Multi Shot, Quick Combo (60) | |
Power Shot (220) | |
Rifle | Onslaught (30) |
Piercing Shot (60) | |
Colossal Cleaver | Whirlwind, Tempest, Devastate, Raging Impact (30) |
Flying Slash, Sword Draw: Mountain Wind, Striking Gale, Skull Crusher (60) | |
Seismic Slash (160) | |
Crushing Judgement (220) | |
Colossal Thrusting | Piercing Strikes, Devastate, Raging Impact (30) |
Shining Cycle (60) |
Note: Skill Names in Bold are Rare Skills; those which are Bold and Italicized are Strength Weapon Skills; those which are Bold and Underlined are exclusive to a specific Rare weapon, e.g. Rising Tide is exclusive to the Sunken Sword and Fury of the Sea is exclusive to the Sunken Staff.
Terminology[]
- Level: The level required to equip a weapon.
- Class: Determines the skills a weapon has (Heavy Cleaver, Staff)
- Type: Specific types of weapons within a class. (Spears, Tridents, Triasta are all Polearm weapons)
- Quality: Determines the amount of skills a weapon has.
- Variant: The stats a weapon requires to be used properly (Normal: Weapons, Strength: Weapons+Strength)
- Stats: The stats of a weapon, they are affected by enchantments.
- Attack Damage: The weapon's damage affinity.
- Attack Size: The weapon's size affinity.
- Attack Speed: The weapon's speed affinity.
- Range Multiplier: Affects the total range of a ranged weapon.
- Reload Time: The time in seconds it takes for a ranged weapon to reload.
- Total Durability: The total amount of damage a shield can block before breaking.
- Blocking Power: The additional percentage of damage a shield reduces (0.1 = 10%).
Weapons[]
Weapons
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Skill Tiers[]
This information is partially based off of the unofficial Tiers Spreadsheet, and has been confirmed to be accurate.[1]
All skills have "Tiers" that, when the required amount of Weapon Points invested are met, will increase the size of the skill. It is, however, important to note that the scaling increases continuously between tiers, and that it is linear, so even 1 extra stat point invested at any point will increase the scaling.[2] Tiers will also increase the clashing power of that skill, although this is done discretely, and the value is rounded down.[3] The scaling for the amount of weapon points needed for different weapon-based builds is different, hence why there are 3 tables. Tiers past Tier 3 are currently unobtainable. All skills have a bolded cell, which represents the maximum tier for that skill currently possible to obtain under the maximum weapon point investment. Different quality weapons also have different base weapon point requirements for their skills, and can only go 1 tier above their base.
Warrior Skill Tiers[]
This table is only for Warriors, where the maximum weapon point investment is 280. Tier Point Requirements follow the formula: (Tier 1) + 100 * Tier #.
Warrior Skill Tiers | |||
---|---|---|---|
Skill | Tier 1 | Tier 2 (cap of Poor Quality weapons) | Tier 3 (cap of Average Quality weapons) |
Skill 1 | 20 | 120 | 220 |
Skill 2 | 50 | 150 | 250 |
Skill 3 | 70 | 170 | 270 |
Skill 4 (not added) | ? | ? | ? |
Ultimate Art (not added) | ? | ? | ? |
Hybrid Build Skill Tiers[]
This table is only for weapon hybrid builds (Warlords, Knights, Conjurers), where the maximum weapon point investment is 168. Strength Weapons also use this scaling, although they also require the same amount of Strength points.
Hybrid Skill Tiers | |||
---|---|---|---|
Skill | Tier 1 | Tier 2 (cap of Poor Quality weapons) | Tier 3 (cap of Average Quality weapons) |
Skill 1 | 20 | 80 | 140 |
Skill 2 | 50 | 110 | 170 |
Skill 3 | 70 | 130 | 190 |
Skill 4 (not added) | ? | ? | ? |
Ultimate Art (not added) | ? | ? | ? |
Savant Skill Tiers[]
This table is only for Savants, where the maximum weapon point investment is 140. Tier Point Requirements follow the formula: (Tier 1) + 34 (Tier 2) + 46 (Tier 3).
Savant Skill Tiers | |||
---|---|---|---|
Skill | Tier 1 | Tier 2 (cap of Poor Quality weapons) | Tier 3 (cap of Average Quality weapons) |
Skill 1 | 20 | 54 | 100 |
Skill 2 | 50 | 84 | 130 |
Skill 3 | 70 | 104 | 150 |
Skill 4 (not added) | ? | ? | ? |
Ultimate Art (not added) | ? | ? | ? |
Awakenings[]
Main article: Stat Builds
- Awakening #1: Warrior’s Aura - +10% weapon skill size, +7.5% weapon skill speed, +5% weapon skill damage and attacks have additional effects.
- Awakening #2: 4th Weapon slot (?).
- Awakening #1: Warlord’s Strength - Ability to imbue Fighting Styles into Weapons.
- Awakening #2: 2nd Fighting Style slot.
- Awakening #1: Knight’s Spirit- Ability to imbue Spirit Energy into Weapons and +5% skill size. (Previously +33% weapon skill size)
- Awakening #2: 10% damage reduction (?).
Trivia[]
- The current weapon system is a heavily revamped version of World of Magic's weapon system.
- Back then, there were only Daggers, Dual Daggers (removed after TGR), Swords, Shortswords (removed after TGR), Cutlasses (cultural), Bows, Crossbows (cultural, removed after TGR), Spears, and Clubs.
- Weapons consumed stamina instead of energy.
- Weapons had a feature where you could charge an m1 to perform a "heavy" attack.
- Melee weapons had one skill that was unlocked through upgrading the weapon's level at a metalworker.
- Most weapon types are primarily wielded with the right hand, with the only exceptions being Dual Swords, Dual Flintlocks, and Claws (Both hands, visually and attacking), as well as Staves and Spears (Left Hand).
- This means that with a severed right hand, most weapons and their abilities cannot be used, with the exceptions of Spears (Fully functional), Staves (No M1 or slash functionality), and Shields (No skill access, though shield durability is applied through use of the block button).
- Despite showing up in the player character's left hand, Dual Swords, Dual Flintlocks, and Claws cannot be used in any capacity with a severed right hand.
- This means that with a severed right hand, most weapons and their abilities cannot be used, with the exceptions of Spears (Fully functional), Staves (No M1 or slash functionality), and Shields (No skill access, though shield durability is applied through use of the block button).
- After using a throwing weapon skill, the user is unable to use that weapon until the cooldown ends.
- Thrown weapons lose speed when underwater.
- Most thrown weapons are affected by gravity after traveling for a length of time; Axes have an arc affected by gravity.
- Before the Dark Sea update, bows, muskets, flintlocks, and dual flintlocks would originally cost ammunition in order to use. They could use Silver or Golden ammunition to increase their damage, while Bows specifically could use Smoke Arrows to create smoke clouds.
References[]
NAVIGATION
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