How is a weapon graded?
This is a guide for both moderators and users to make sure your weapon is up to par.
Weak Weapons & Items: These are the lowest tier of all weapons. These can be broken, tossed aside and never really missed. They aren't worth the coins to even upgrade, you might as well make a new item. No weak item has any ability with the exception of Enchanted items which has a weak ability.
Strong Weapons & Items: These are items made by handy craftsmen, enchanted by other witches and such. These items are worth obtaining and worth repairing. Unlike the weak counterparts, they're also worth selling.
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Legendary Weapons & Items: these items are crafted by the most skilled of blacksmiths. These items roar to the skies with their might and show their foes that they mean business. Anyone who carries one of these, is a force to be reckoned with.
Mythic Weapons & Items: Items made by the gods themselves. These are mysteries of all of man kind. These objects are hard to come by. When anyone encounters such an artifact they are gifts to be passed down from generation to generation. Never let a mythic item leave your sight.
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Sacred Weapons & Items: If you have encountered a Sacred Item, then you have experience something that is once in a dozen lifetimes. These items are the strongest of the strong. Nothing rivals the power of a sacred item than another sacred item. Finding these is like finding tons of gold. You could sell this items only if it weren't for the fact that these things are priceless. No one has encountered these. However if by chance you do... well... You best hold onto it as long you can.
Note:This is a guide for both moderators and users to make sure your weapon is up to par.
Weak Weapons & Items: These are the lowest tier of all weapons. These can be broken, tossed aside and never really missed. They aren't worth the coins to even upgrade, you might as well make a new item. No weak item has any ability with the exception of Enchanted items which has a weak ability.
- Weak Guidelines:
= Weak Melee Weapons =
- Deals no more than D-Rank damage
- It will break after 2 D Rank Spell hits or 3 weak weapon hits (or 1 strong hit)
- Has no ability
= Weak Ranged Weapons =
- Reach of no more than 25 Yards to do C-Rank Damage (Pistols)
- Reach of no more than 50 Yards to do D-Rank Damage (Rifles)
- Limited ammo of 25 rounds without the aid of storage.
- It will break after 1 D Rank Spell hit or 2 weak weapon hits
= Weak Shields =
- Max defense is 2 C-Rank hits
- Can be broken
= Weak Armor =
- Max defense is 3 C-Rank hits
- Can be broken
= Weak Clothing =
- Max defense is 1 C-Rank hit
- Won't be broken, however will be damaged cosmetically
- Will not protect after being damaged.
= Weak Enchanted Items =
- No buff can be larger than 3%. (EX: 3% Healing per post, 3% Magic Power regain, 3% Speed Boost...)
- Has only one ability.
- If storing objects, it can carry no more than: 3 Gallons of liquid, 3 weapons, 50 rounds of ammo or 1 small pet.
Strong Weapons & Items: These are items made by handy craftsmen, enchanted by other witches and such. These items are worth obtaining and worth repairing. Unlike the weak counterparts, they're also worth selling.
- Strong Guidelines:
- = Strong Melee Weapons =
- Deals no more than C-Rank damage
- Can be broken after a single B-Rank hit, or 3 Strong Weapon hits (or one Legendary Weapon hit)
- Has few abilities (Flaming Sword, has spikes...)
- Abilities can be silenced
- Run on user's power
= Strong Ranged Weapons =
- Reach of no more than 30 Yards to do C-Rank Damage (Pistols)
- Reach of no more than 50 Yards to do D-Rank Damage (Rifles)
- Limited ammo of 35 rounds without the aid of storage.
- Can be broken after a single C-Rank hit, or 2 Strong Weapon hits
- Reach of no more than 200 yards, and storage of 10 rounds to do D-Rank Damage (Sniper Rifles)
= Strong Shields =
- Max defense is 3 C-Rank hits
- Can be broken
- Few enchantments
= Strong Armor =
- Max defense is 2 B-Rank hits
- Can be broken
- Few enchantments
= Strong Enchanted Items =
- No buff can be larger than 5%. No recovery stat can be larger than 5% (EX: 5% Healing per post, 5% Magic Power regain, 5% Speed Boost...)
- Has only one ability.
- If storing objects, it can carry no more than: 5 Gallons of liquid, 5 weapons, 70 rounds of ammo or 2 small pets.
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Legendary Weapons & Items: these items are crafted by the most skilled of blacksmiths. These items roar to the skies with their might and show their foes that they mean business. Anyone who carries one of these, is a force to be reckoned with.
- Legendary Guidelines:
= Legendary Melee Weapons =
- Deals no more than B-Rank damage
- Can be broken after a single A-Rank hit, or three Legendary Weapon hits (or a single Mythic hit)
- Has abilities (Flaming Sword, has spikes...)
- Abilities can be silenced
- Run on user's power
= Legendary Ranged Weapons =
- Reach of no more than 45 Yards to do C-Rank Damage (Pistols)
- Reach of no more than 75 Yards to do C-Rank Damage (Rifles)
- Limited ammo of 45 rounds without the aid of storage.
- Can be broken after a single B-Rank hit, or 2 Legendary Weapon hits
- Reach of no more than 400 yards, and storage of 20 rounds to do C-Rank Damage (Sniper Rifles)
= Legendary Shields =
- Max defense is 3 B-Rank hits
- Hard to break
- Enchantments
= Legendary Armor =
- Max defense is 2 A-Rank hits
- Hard to break
- Few enchantments
= Legendary Enchanted Items =
- No buff can be larger than 10%. No recovery stat can be larger than 7% (EX: 7% Healing per post, 7% Magic Power regain, 10% Speed Boost...)
- Has only one ability.
- If storing objects, it can carry no more than: 7 Gallons of liquid, 7 weapons, 100 rounds of ammo or 3 medium sized pets.
Mythic Weapons & Items: Items made by the gods themselves. These are mysteries of all of man kind. These objects are hard to come by. When anyone encounters such an artifact they are gifts to be passed down from generation to generation. Never let a mythic item leave your sight.
- Mythic Guidelines:
- = Mythic Melee Weapons =
- Deals no more than A-Rank damage
- Cannot be broken
- Has abilities (Flaming Sword, has spikes...)
- Abilities can be silenced
- Run on their own power
= Mythic Ranged Weapons =
- Reach of no more than 50 Yards to do B-Rank Damage (Pistols)
- Reach of no more than 100 Yards to do B-Rank Damage (Rifles)
- Limited ammo of 60 rounds without the aid of storage.
- Can be broken after a single S-Rank hit, or three Mythic Weapon hits (Or one sacred hit)
- Reach of no more than 500 yards, and storage of 30 rounds to do B-Rank Damage (Sniper Rifles)
= Mythic Shields =
- Max defense is 3 A-Rank hits
- Hard to break
- Enchantments
= Mythic Armor =
- Max defense is 2 S-Rank hits
- Hard to break
- Few enchantments
= Mythic Enchanted Items =
- No buff can be larger than 15%. No recovery stat can be larger than 12% (EX: 12% Healing per post, 12% Magic Power regain, 15% Speed Boost...)
- Has only one ability.
- If storing objects, it can carry no more than: 10 Gallons of liquid, 10 weapons, 175 rounds of ammo or 5 medium sized pets.
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Sacred Weapons & Items: If you have encountered a Sacred Item, then you have experience something that is once in a dozen lifetimes. These items are the strongest of the strong. Nothing rivals the power of a sacred item than another sacred item. Finding these is like finding tons of gold. You could sell this items only if it weren't for the fact that these things are priceless. No one has encountered these. However if by chance you do... well... You best hold onto it as long you can.
- Sacred Guideline:
- = Sacred Melee Weapons =
- Deals no more than S-Rank damage
- Cannot be broken
- Has abilities (Flaming Sword, has spikes...)
- Abilities can be lowered
- Run on their own power
= Sacred Ranged Weapons =
- Reach of no more than 50 Yards to do A-Rank Damage (Pistols)
- Reach of no more than 100 Yards to do A-Rank Damage (Rifles)
- Limited ammo of 60 rounds without the aid of storage.
- Can be broken after a single H-Rank hit, or two Sacred Weapon hits
- Reach of no more than 500 yards, and storage of 45 rounds to do A-Rank Damage (Sniper Rifles)
= Sacred Shields =
- Max defense is 3 S-Rank hits
- Hard to break
- Enchantments
= Sacred Armor =
- Max defense is 4 S-Rank hits
- Hard to break
- Enchantments
= Sacred Enchanted Items =
- No buff can be larger than 25%. No recovery stat can be larger than 20% (EX: 20% Healing per post, 20% Magic Power regain, 25% Speed Boost...)
- Has only one ability.
- If storing objects, it can carry no more than: 20 Gallons of liquid, 20 weapons, 250 rounds of ammo or several large sized pets.
Ammo Types:
- Pistol Ammo: Counts to 1 pt of ammo count
- Shotgun Ammo: counts to 2 pts of ammo count
- Rifle Ammo: Counts to 2 pts of ammo count
- Sniper Rifle Ammo: Counts to 5 pts of ammo count
- Other (Explosives): Counts to 10 pts of ammo count
*EDIT* (11/12/14)
At no time can a weapon deal base damage stronger than the user. EX: A D-Class cannot make a weapon that deals C-Class or above base damage. The only exceptions are:
- Receiving the Weapon from another player
- Weapons made prior to this date
**EDIT** (5/30/15)
Anytime an item, pet or companion is destroyed or replaced, the user may reuse the app and turn it into a new item. However the item created will be one rank lower than the previous version. Sacred Ranked items are excluded from this. Other rules are as follows
- You cannot remake an item you bought from another player
- You cannot remake event items
- You cannot refund an item, pet or companion at any time, wither or not you made them.
Last edited by Admin on Wed Dec 10, 2014 11:06 am; edited 1 time in total