Dragonwilds:Weapons: Difference between revisions
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|[[Dragonwilds:Abyssal Snare]] | |[[Dragonwilds:Abyssal Snare]] | ||
|Crafted via [[Dragonwilds:blacksmith's bench]]. | |Crafted via [[Dragonwilds:blacksmith's bench]]. | ||
Recipe obtained from | Recipe obtained from [[Dragonwilds:Abyssal Remains]] dropped by [[Dragonwilds:Abyssal Demon]]. | ||
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|Special action [[Dragonwilds:Special (Hold)]] | |Special action [[Dragonwilds:Special (Hold)]] | ||
Crafted via [[Dragonwilds:mystic forge]] | Crafted via [[Dragonwilds:mystic forge]] | ||
Latest revision as of 11:02, 7 October 2026
Weapons are items that can be used to deal damage to enemies or to other players in a PvP-enabled server. Their damage types are represented by the RuneScape combat triangle, and can come in 3 types - Melee, Dragonwilds:ranged, and Dragonwilds:magic. They are crafted via various furniture such as the Dragonwilds:crafting table, Dragonwilds:blacksmith's bench, Dragonwilds:fletching bench, Dragonwilds:mystic forge. They can be repaired there as well if their Dragonwilds:durability drops or they break. The various foes in the world are weak to and resist certain types of attacks, so a varied arsenal is paramount for ease of exploration in Dragonwilds:Ashenfall.
Various monsters and chests within the world have a chance to contain recipes for new weapons, which can be read and then crafted at their respective workshop.
- See Dragonwilds:stamina for a breakdown of the stamina costs for using each weapon, or Dragonwilds:combat for a complete list of the damage per second for each weapon and style, enemy weaknesses, etc.
Melee Weapons
Melee weapons are currently split into two categories: one-handed and two-handed weapons.
Attack Combos shown include the bonus attacks awarded by Dragonwilds:Weapon Expertise, unlocked at 16 Dragonwilds:Attack.
- 1-handed and 2-handed weapons can utilise the block mechanic without a shield.
1-Handed Weapons
2-Two Handed Weapons
Ranged Weapons
Ranged weapons are currently split into three categories: shortbows, longbows, and crossbows.
- Shortbows can be effectively used at both close and moderate ranges, but do less damage than their counterparts.
- Longbows are very high-damage, long-range weapons, but difficult to use at close range.
- Crossbows are one-handed and do moderate damage, but are only effective at relatively short range.
Shortbows
Shortbows can either be drawn, or quick-fired with a reduction in range and damage. They have the lowest per-shot damage of the ranged weapons and moderate range, but the fastest fire-rate when quick-firing.
Longbows
Longbows must be drawn to fire, giving them the lowest fire-rate but highest range and per-shot damage of the ranged weapons.
Crossbows
Crossbows are the only one-handed ranged weapons. They cannot be manually drawn, instead firing instantly and reloading automatically. This reload will be delayed if the player attempts to fire the weapon during it. They have moderate per-shot damage and fire-rate, and the shortest range of all the ranged weapons.
Magic Weapons
Magic weapons currently consist of wands and battlestaves, using Dragonwilds:runes as ammo. Damage per second in this section assumes a full magic armour set bonus, and does include the increased magic conjuring time and magical critical hit chance perks.
Wands
Wands are one-handed magic weapons that can be cast while moving. They have lower per-cast damage than battlestaves, and also lack the ability to perform special attacks or combo finishing attacks.
Battlestaves
Battlestaves can expend a large amount of magical energy at once through a secondary attack, based on the rune used. This consumes 5 runes per cast.
- Air: Stuns and knocks back enemies. Increases damage and stun based on charge time.
- Fire: Breathe fire in a cone in front of you. Increases duration, not damage, of the cone based on charge time at 2-5 ticks of damage.
- Water: Conjures a bubble of magic water that damages all enemies around the player when released. It then creates a field of magic water that heals allies standing on it over time. Increases both the first damage and the duration and size of the field based on charge.