Weapons
Weapons in Sands of Aura serve as primary method to defeating enemies and bosses. Together with Armor Sets they form the player character's gear.
They consist of four separate modifiers of which three are freely changeable throughout the game - Weapon Heads, Pommels and Codices. Fighting Styles cannot be changed and are permanent once the weapon has been constructed. The fighting style can be chosen upon the very first weapon choice during character creation and when forging an entirely new weapon at the Forge.
Two weapons can be equipped at all times to the main- and offhand. While the weapon slot itself does not affect a weapon's damage or stats, only the passive modifiers of the main hand will be active. Using the Talismans of Attunement and Blade Dancer can activate modifiers of the passive offhand weapon.
Weapons do not possess Rune Slots. During combat, Spellblade may be applied to enhance normal attacks with elemental effects. Spellblade damage is not affected by the damage or rank of the weapon. A weapon's normal attack damage may be increased by Armor Penetration but is likewise susceptible to an enemy's armor value.
Weapons may be enhanced to rank 20 at the forge using Glint and a variety of Sacrumite upgrade materials. Similar to armor sets, there are thresholds to which weapons can be upgraded to, before it becomes necessary to upgrade the forge itself. Weapons do not need to be repaired or otherwise cared for.
Weapon upgrades and values
Upgrading weapons
Compared to armor sets, weapons are not found or awarded in the open world or through quests. Every available kind of weapon, based on its modifiers, can freely be crafted using the forge as long as said modifiers have been unlocked.
(All materials provided are part of the Sacrumite family of upgrade materials)
Weapon attack values
While all three passive modifiers (Weaponhead, Codex and Pommel) have a significant impact on combat performance, the Fighting Style determines a weapon's raw attack power the most. Every weapon has a natural +- 5% damage deviation. The seventh Unarmed fighting style has no active damage scaling and is generally not a viable play style, unless the Betrayer Armor Set has been equipped.
Nomenclature of Weapons
A weapon's name is determined by the specific combination of all four modifiers based on the order Pommel + Codex + Fighting Style + Weapon Head - both pommels and codices count as optional modifiers and are therefore not necessary for baseline naming conventions.
Resulting name of weapons may be inferred when crafting and modifying weapons at the forge.
1.0+ naming convention