Dragonwilds:Weapons: Difference between revisions
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|Crafted via [[Dragonwilds:Blacksmith's Bench]]. | |Crafted via [[Dragonwilds:Blacksmith's Bench]]. | ||
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| | |Baptism of Fire | ||
|Increased damage, increased critical hit chance | |Increased damage, increased critical hit chance | ||
Crafted via [[Dragonwilds:Blacksmith's Bench]] Recipe learned from the quest [[Dragonwilds:Black Knight's Fortress (Quest)|Black Knight's Fortress]] | Crafted via [[Dragonwilds:Blacksmith's Bench]] Recipe learned from the quest [[Dragonwilds:Black Knight's Fortress (Quest)|Black Knight's Fortress]] | ||
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| | |Crafted via [[Dragonwilds:Blacksmith's Bench]]. | ||
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| | |Crafted via [[Dragonwilds:Blacksmith's Bench]]. | ||
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| | |Crafted via [[Dragonwilds:Blacksmith's Bench]]. | ||
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Revision as of 11:01, 9 July 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 - 1-Handed and 2-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 fired without aiming by utilising the quickfire mechanic, or can be aimed and drawn for a higher damage shot.
- Longbows must be aimed and drawn to fire, with differing damage based on the time taken to draw.
Damage per second in this section assumes a full ranged armour set bonus, and does include the increased ranged attack speed and weak point damage perks.
- Crossbows are one-handed weapons that can be fired by utilising the quickfire mechanic. However, firing bolts inflicts less damage than shortbows and longbows.
- This allows a proper comparison between ranged, melee, and magic.
- Some enemies, however, such as Velgar, are immune to weak point damage.
Shortbows
Shortbows have shorter draw times and a quickfire mechanic, allowing for faster shots, but sacrifice the damage and reach of their longbow cousins.
Longbows
Longbows can fire their shots farther and deal more damage than their shortbow cousins, but sacrifice the Draw Speed and Quick Fire mechanic their cousins have.
Crossbows
Crossbows can fire their shots in closer range compared to the shortbow variants, but can fire more rapid and successive shots than the shortbows.
Magic Weapons
Magic weapons currently consist only of Battlestaves, using Dragonwilds:Runes as ammo. Wands have also been confirmed to come in a future update<ref>https://dragonwilds.runescape.com/news/0-12-1-combat</ref>.
- 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.
- Wands, to be added in 1.0, will be focused on mobility, allowing for a fast-paced way to deal damage at the cost having lower Rune Damage multipliers <ref>https://dragonwilds.runescape.com/news/0-12-1-combat</ref>.
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.