Weapons

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Revision as of 12:47, 1 September 2025 by Sakumashiki (talk | contribs) (→‎Melee weapons: Counter for martial weapons)



This is a list of melee and ranged weapon performance. For general equipment specifications, see the Equipment page.

Melee weapons

Attribute Classification Name Basic weight Dice value Dice Number HIT DMG DV PV Pen% Enchantment Remarks
Strength Long Sword katana 1.2 4 4 0 6 35 Charm Saving It reduces the consumption of talismans and intonations.
long sword 1.5 2 8 5 4 15 Flurry It unleashes consecutive attacks on the target.
claymore 4.0 3 7 1 8 0 Frustration It delivers a decisive blow to the target that evades an attack.
lightsaber 0.6 2 5 0 0 100 Force Weapon Refers magic attribute, magic device and casting skills for attacks

Unlike Elona, non-etheric items are also produced

Axe hand axe 1.6 2 9 4 5 0 Cleave, Lumberjack It enhances your lumberjacking skill

It attacks enemies adjacent to the target.

battle axe 3.7 1 20 -3 4 0 Frustration, Lumberjack It enhances your lumberjacking skill

It delivers a decisive blow to the target that evades an attack.

bardish 3.5 1 24 -8 6 0 Frustration, Lumberjack It enhances your lumberjacking skill

It delivers a decisive blow to the target that evades an attack.

machine axe 3.2 2 10 5 3 20 Cleave, Lumberjack It enhances your lumberjacking skil

It attacks enemies adjacent to the target.

Sickle war sickle 1.4 2 5 2 10 5 Neck Hunt It triggers "Neck Hunt"
scythe 4.0 1 17 3 4 5 Neck Hunt It triggers "Neck Hunt"
Martial weapon claw 0.4 0 0 -6 4 -2 2 20 Flurry, Counter It unleashes consecutive attacks on the target. Enables counterattacks when dodging melee attacks

Negative adjustment for accuracy, positive adjustment for damage

boxing glove 0.3 0 0 5 -3 3 2 0 Feint, Counter It disrupts the target's actions. Enables counterattacks when dodging melee attacks

Positive adjustment for accuracy, Negative adjustment for damage

Endurance Staff long staff 0.8 2 5 3 4 4 0 Feint It disrupts the target's actions.
staff 0.9 1 8 4 3 4 0 Feint It disrupts the target's actions.
cat paw 0.9 1 8 4 3 4 0 Flurry, Chase It unleashes consecutive attacks on the target.

It pursues the target that evades an attack

dualsaber 0.9 3 2 90 Force Weapon, Flurry, Melee Distance Refers magic attribute, magic device and casting skills for attacks

It unleashes consecutive attacks on the target,

Can attack an opponent 2 tiles away

Polearm long spear 2.5 3 5 2 4 3 25 Chase, Melee Distance Can attack an opponent 2 tiles away

It pursues the target that evades an attack

trident 1.8 4 4 1 3 3 25 Feint, Melee Distance Can attack an opponent 2 tiles away

It disrupts the target's actions.

halberd 3.8 2 10 -2 1 30 Flurry, Melee Distance Can attack an opponent 2 tiles away

It delivers a decisive blow to the target that evades an attack.

naginata 3.0 1 20 0 4 20 Cleave, Melee Distance Can attack an opponent 2 tiles away

It attacks enemies adjacent to the target.

Mace club 1.0 3 4 4 7 0 Feint, Mining It enhances your mining skill

It disrupts the target's actions.

mace 1.6 4 4 5 5 0 Frustration, Mining It enhances your mining skill

It delivers a decisive blow to the target that evades an attack.

Mallet 4.2 2 15 -3 4 0 Shockwave, Mining It enhances your mining skil

It generates a shockwave at the target's location.

bokuto 0.9 1 3 0 0 0 Weight Of Compassion

Safety Measure

It does not kill the target.

It disables on-hit effects and other weapon attacks. Craftable by the carpenter's table.

Dexterity Short Sword short sword 0.6 2 6 9 4 4 15 Chase It pursues the target that evades an attack
wakizashi 0.7 4 4 6 5 1 20 Chase It pursues the target that evades an attack
scimitar 0.9 3 5 7 3 2 15 Flurry It unleashes consecutive attacks on the target.
kitchen knife 0.4 1 14 5 1 40 Cleave, Cooking It enhances your cooking skill

It attacks enemies adjacent to the target.

Damage calculation

The damage multiplier for a weapon is:

0.6 + (Weapon Skill Attribute + Weapon Skill / 2 + (Tactics (melee) OR Marksman (ranged) OR Casting (Cane/Force weapon))) / 50

Penetration

Penetration rate is the percentage by which damage reduction from PV is ignored. When facing opponents with high PV, it is important to select weapons that prioritize penetration rate in addition to damage.

Complete penetration from Vorpal treats the attack's penetration rate as 100%.

Force weapon

A weapon has "It is wielded by the power of Force." enchant will refer to the player's magic attribute for attacks, and will refer to magic device and casting skills instead of weapon and tactics skills.

Martial weapon

Newly added in Elin, Martial weapon is a weapon type that refers to the Martial arts skill.

Damage is added based on the user's Martial damage and, like regular weapons, can be corrected for two-handed or dual wield skills.

  • When you equip a martial weapon, the damage dice on the tooltip appear to decrease, but in reality, the damage increases compared to when you attack with your bare hands.
  • This is a balance adjustment that takes into account the fact that the performance of all weapons, including their strength level and penetration, is added directly to the performance of attacks made with bare hands.
  • It may have enchantments specific to shields. Rune engraving is also possible.

Two handed and Dual Wielding

See the Equipment page.

Ranged Weapons

Throwing weapons

Items that can be thrown, such as pebbles or panties, have a description that says "It is suitable for throwing."

There are some that are consumed as many times as you throw them, and some that return to your hand and can be thrown as many times as you like.

Damage calculations use the Throwing and Tactics skills, and have additional damage based on weight and hardness that is capped by strength.

Type Returning remarks
Pebbles No Can be obtained by processing junk stones with a stone cutter
Boomerang Yes Craftable by Carpenter's table
Panty Yes Additional mind damage [***](10)
Mic Yes Improve the quality of your performance[*]
Wooden gong Yes Improve the quality of your performance[*]

Additional Holy damage [***](10)

Severed head No
Flam No Additional Impact damage [*****+](50)

3x3 explosion centered on the point of impact, mining walls, ores, etc. within range

Mega flam No Additional Impact damage [*****+](100)

Melee Distance[*](1) 3x3 explosion centered on the point of impact, mining walls, ores, etc. within range

Flam No Additional cold damage [*****+](50)

3x3 explosion centered on the point of impact, mining walls, ores, etc. within range

Sea Urchin No Fairy Bane [*****+](50)

Additional cut damage [*****+](80)

Edible

Tomato No Edible
Cabocchi No Edible
★Putit in Amber Yes Rarely obtained when cutting down trees (1% from withered wood, 0.1% from other wood)

Additional cold damage [*****](20)

Additional electric damage [*****](20)

Shooting Weapons

This includes bows, crossbows, guns, and wands.

Each type of weapon has a different firing range. Also, only guns require a turn to load and reload.

Distance to target is calculated triangularly and rounded down to the nearest integer.

Attribute Related Skill Name Ammunition Basic weight Number of loads Extra magazine multiplier[1] Pen% Best Range Reload time remarks
Dexterity Bow wooden bow arrow, makeshift arrow 0.8 12 0.6 10% 2 0 2 dice, Craftable by the carpenter's table.
short bow arrow, makeshift arrow 0.8 12 0.6 15% 1 0 3 dice, high accuracy modifier
long bow arrow, makeshift arrow 1.2 12 0.6 20% 2 0 2 dice, high pen
skull bow arrow, makeshift arrow 0.8 12 0.6 15% 3 0 Dice count 1, hit modifier minus
Perception Crossbow crossbow quarrel 2.8 12 0.6 25% 4 0 1 dice, heaviest ranged weapon
Gun hand gun bullet 0.8 12 0.6 20% 1 3 1 dice, high accuracy modifier
assault rifle bullet 1.2 30 1.5 0% 3 3 1 dice, 3 attacks
railgun energy cell 1.6 10 0.5 20% 5 4 1 dice, largest die side and farthest Best Range for ranged weapons
Willpower Magic Device cane MP[2] 0.4 N/A N/A 40% 3 0 Dice count: 1, refers to magic power and deals additional damage of any element
  1. Multiplier of additional loadings obtained from Modification tool of Extra magazine (fractions rounded down)
  2. The MP consumption varies depending on the element of the cane and the hardness of the cane's material. The harder the main material, the more powerful the cane, but the MP cost will also increase. (Details are under verification)

Ammunition

Unlike Elona, ammunition is now a consumable item.

Although ammunition is not required for pets to use ranged weapons, the ammunition used at this time is less powerful, so if possible, have stronger ammunition with them.

You can make your own ammunition by crafting, or have residents with a hobby of Rambo produce it for you. In addition, you can purchase bullets and energy cells from the gunsmiths of Aquli Teola.

If you make your own arrows and bullets, you will receive a damage bonus based on your Crafting skill. (Excess Lv/10 of required skill level, recipe Lv has no effect)

In addition, if there is additional damage depending on the material, its strength will also be enhanced according to the + value.

Weapon Ammunition Dice value Dice Number DMG HIT
Bow Makeshift arrow 1 4 -1 -1
Arrow 2 4 5 1
Crossbow Quarrel 1 10 0 6
Hand gun

Assault rifle

Bullet 3 3 2 4
Railgun Energy cell 4 5 0 0

Differences between arrow materialss (click to expand)

Type +DMG +Hit Dice Enchantment
Bronze 4 0 2d3 +2 Lightning Resist(no effect)
Ice 4 0 2d3 None
Copper 4 2 2d3 +2 Lightning DMG, +3 Lightning Resist(no effect)
Silt 4 3 2d3 None
Phyllite 4 3 2d3 None
Mica 4 3 2d3 +4 Luck(no effect)
Plastic 4 4 2d3 None
Onyx 4 0 2d4 +1 Darkness DMG
Granite 4 1 2d4 None
Diorite 4 1 2d4 None
Basalt 4 1 2d4 None
Cobalt 4 1 2d4 None
Lapis Lazuli 4 1 2d4 None
Limestone 4 2 2d4 None
Slate 4 2 2d4 None
Marble 4 2 2d4 None
Silver 4 2 2d4 +2 Dark Resist(no effect)
Iron 4 3 2d4 +2 Fire Resit(no effect)
Turquoise 4 4 2d4 None
Steel 4 4 2d4 None
Gold 4 4 2d4 +4 Strength(no effect)
Topaz 4 5 2d4 None
Opal 4 5 2d4 None
Pearl 4 6 2d4 +4 Perception(no effect)
Obsidian 4 6 2d4 +4 Chaos Resist(no effect)
Platinum 4 6 2d4 +4 Dark Resist(no effect)
Chromite 4 5 2d5 None
Aquamarine 4 7 2d6 +2 Cold DMG
Emerald 4 8 2d6 +4 Nerve Resist(no effect)
Mithril 4 7 2d6 +1 Casting(no effect)
Rubynus 4 14 2d6 +Life 4(no effect)
Diamond 5 7 2d7 +5+ Lightning Resist(no effect)
Meteorite 5 7 2d7 +2 Nether DMG, +2 Nether resist(no effect)
Ether 5 3 2d8 +7 Speed(no effect), +3 Ether Disease(no effect)
Adamantite 5 4 2d8 +4 Endurance(no effect)

-Tested at 55 Crafting skill, and Recipe level 14

Damage modification by range

These are the damage multipliers for each firearm by range.

The following values are information researched prior to Beta 22.57. They may differ from current parameters.

Type Range 1 Range 2 Range 3 Range 4 Range 5 Range 6
wooden bow 0.91 1 0.91 0.82 0.73 0.69
short bow 0.91 1 0.91 0.82 0.73 0.69
long bow 0.73 0.82 0.91 1 0.91 0.82
skull bow 0.82 0.91 1 0.91 0.82 0.73
crossbow 0.73 0.82 0.91 1 0.91 0.82
hand gun 0.91 1 0.91 0.82 0.73 0.69
assault rifle 0.82 0.91 1 0.91 0.82 0.73
railgun 0.73 0.82 0.91 1 0.91 0.82
cane

Modification tools

Shooting weapons have empty sockets, and you can increase the weapon's performance by attaching modification tools.

The number of free sockets varies depending on the quality of the weapon;1 for inferior weapons, 2 for high quality weapons, and 3 to 5 for miracle/godly quality weapons. It is possible to have 6 sockets on a godly weapon, but it is very rare.

Modification tools can be purchased from Aquli Teola's gunsmith or removed from weapons that already have them attached.

Removing Modification Tools

There are two ways to remove modification tools: (1) dismantle them with a hammer, or (2) use a barrel processing machine.

When dismantling with a hammer, you can obtain all attached modification tools, but the weapon will be lost.

When using a barrel processing machine, you will need a Breaking powder obtainable through crafting, but you can remove all modification tools without destroying the weapon. The barrel processing machine located in Mysilia or other locations.

Type Enchantments granted effect Applied to
Sharpshooter It reduces distance penalties when shooting. Suppress attenuation due to distance correction (+10 attenuates 1/2, +20 attenuates 1/3) Bows, Guns
Ammo recovery It collects ammunition when firing. When firing arrows, no arrows are consumed. When using a wand, no mana is consumed.

The activation rate is 35% at level 25, 60% at level 100, and 100% at level 324 (always no consumption).

Bows, Guns, Canes
Knockback It knocks back the enemy it hits. Knocks back the target one tile by the modification Level %. Bows, Guns, Canes
Rapid fire It allows continuous shooting. 10% of the level is added to the number of attacks (maximum 10 times. Decimal places are rounded down).

From the second attack onwards, damage is reduced according to the number of attacks.

From level 100 onwards, the number of attacks does not increase, but instead the damage reduction due to the number of attacks is mitigated. At level 200, there is no damage reduction until the second attack, and at level 300, there is no damage reduction until the third attack.

Bows, Guns, Canes
Fast Reload It reduces reload time for ammunition. Reduces reload time by 10% of + value, no reload when it becomes 0

+31 for handguns and assault rifles, +41 for railguns and no need to reload.

Bows, Guns
Extra magazine It increases the maximum ammunition load. Add a certain percentage of the + value to the maximum loadings at a set multiplier for each weapon type Bows, Guns
Race Bane It exerts tremendous power against (race). Increases damage against corresponding race

Target races are humans, animals, machines, undead, dragons, gods, fairies, and fish. Also very rare, but there is an "All" bane.

Bows, Guns, Canes
Charm Saving It reduces the consumption of talismans and intonations. There is a certain probability that shooting will not consume talismans or intonations.

This probability increases to 35% at level 25, 60% at level 100, and 90% (maximum) at level 256.

Bows, Guns, Canes
Vorpal It increases the chance of triggering a full piercing attack. With a probability equal to the modification level, attacks will have a 100% penetration rate and ignore damage reduction based on the target's PV. Bows, Guns, Canes
Critical It increases the chance of critical hit. Increases chance of critical hit Bows, Guns, Canes
Damage modifier None Increase weapon damage modifier by + value Bows, Guns, Canes
Hit modifier None Increase weapon accuracy modifier by + value Bows, Guns, Canes

※Damage multiplier attenuation due to rapid fire

1st shot: 1.00, 2nd shot: 0.76, 3rd shot: 0.62, 4th shot: 0.52, 5th shot: 0.45, 6th shot: 0.35, 7th shot: 0.32, 8th shot: 0.29, 9th shot: 0.27, 10th shot: 0.25

Assault rifles have an initial fire rate of 3 shots, so the decay does not occur until that number is reached.