Name
weapon attributes — a list of special attributes a weapon can possess and what they do
Description
ACID - This weapon's surface is coated in a special acid, which can add additional damage during combat. Adds 4-10% damage per activation.
AQUEOUS - This weapon's liquidity can be activated to contribute to an air-breathing opponent's drowning while underwater.
BATTERING - This weapon's blunt surface can be slammed into an opponent for particularly devastating strikes that create a force effect. Adds 10-25% damage per activation.
DISPELLING - This weapon has been magically enhanced to drain magical spell affects both beneficial and harmful from its opponent, dispersing them into the ether.
ECHOING-STRIKE - This weapon is enchanted with magic that causes hits upon which it activates to vibrate more strongly for every additional member in the opponent's formation than its wielder's.
FLAMING - This weapon will burst into flames periodically during melee combat. Adds 7-12% damage per activation.
FROST - This weapon will cause frost to damage the opponent, as well as causing additional damage. Adds 8-15% damage per activation, or 16-25% if affected by Necromancer's Guile.
GRAPPLING-HOOK - This weapon will allow its wielder to perform particularly effective grapple maneuvers if they are trained in grappling, and has a chance to hook an opponent while fleeing, preventing them from escaping.
PARRY-MAGIC - This weapon has the power to deflect projectile magical attacks, such as a magic dart or a fireball, the same way a magically- enhanced shield can.
POISONED - This weapon will poison the opponent. See HELP POISON for additional information.
SERRATED - This weapon will cause the opponent to bleed, which causes persistent damage for a short time. Occasionally, this affect will spray blood across the room.
SHARP - This weapon's cutting surface has been rendered incredibly sharp, either through an extremely skilled blacksmith or magical means, and will occasionally cause additional damage to the opponent. Adds 10-15% damage per activation.
SHOCKING - This weapon generates an electrical surge during combat and will occasionally cause lightning damage to its opponent. Adds 8-12% damage per activation, or 16-24% if affected by Necromancer's Guile.
VAMPIRIC - This weapon will drain spell points from the opponent, and return some of those spell points to its wielder, on the order of 8-12% of the damage dealt by the weapon.
VORPAL - This weapon acts similar to SHARP weapons, except the cutting is specifically magical. Adds 8-12% damage per activation.
OVERLOADING - When activated, this special attribute will convert 1% of your sp to damage.
ONE-HANDED - This weapon can be wielded with one hand.
SELF-LOADING - This weapon possesses an enchantment which creates its own ammunition. In addition to not requiring a quiver or ammo pouch to fire, it deals its own native damage type.
SHIELDING - This weapon can also act as a shield to perform defensive maneuvers such as shield block.