Catalog / The class weapon
The class weapon
One weapon for life. Live beta: subject to change.
Getting it
- Pass the Hero test. Your class weapon comes with the Hero box, once per character.
- Passed it before class weapons were handed out? Claim yours from the Legendary Purveyor of Mystical Wares, east of a small pool in Talam.
- It is bound to you. No one else can use it, and no shop, player shop or auction takes it. You cannot drop, give or donate it, or leave it in a container you do not carry. junk asks first; junk <weapon> confirm then destroys it, for good.
- It starts about as strong as the best one-handed weapons a new hero can find. identify shows its stats.
- It stays with you through every remort and becomes your new class's weapon, keeping its levels, forms and focus.
Levels
- It gains levels as you fight with it in hand: hits, attack spells, and heals in a fight on you or your group. A spell counts once, however many it reaches.
- Essences do not raise it. An essence only unlocks a locked level: temper <weapon> before one of the four master crafters (below), with the weapon in your pack.
- Each level raises your class bonus. Clerics, Druids, Paladins and Monks heal more; Thieves, Magic-Users and Necromancers take less damage; every other class deals more damage.
- The bonus follows your current class and works while you wield the weapon. identify shows the level and the bonus.
- A Monk's class weapon is held, not wielded: monks fight with their hands.
Locked levels
- Sometimes a level is locked. identify names a creature and its zone.
- Go there and type challenge. A copy of the creature fights you alone, as a class picked at random, maybe your own.
- Win to get its essence. A master crafter sets it in your weapon to unlock the level. Lose and you just get back up.
The master crafters
Only four set an essence in a class weapon:
- the Master Weaponsmith, north off Blackwater Way in Keorc Koilos
- the Master Armourer, south off Eden Lane in New Thalos
- the Master Goldsmith, east off the Temple Way in Naraka
- the Legendary Purveyor of Mystical Wares, east of a small pool in Talam
Forms
- infuse <weapon> at a smith's station (a forge, a smithy, or a smith at his work), with your class weapon in your pack: it absorbs a weapon you could wield yourself, and that weapon is used up. It becomes a form.
- A Monk's absorbs things held instead: armour, clothing, trinkets and other held things, never weapons.
- A no-rent weapon, or a shop's better-made piece that lasts one sitting, lends its form only until you leave the game.
- shift <form> gives your weapon that weapon's damage, damage type, weight, bonuses and spells, with your levels and bonus on top. It keeps its own name. shift core turns it back.
- A form's charge runs down as you fight. refit <form> at a smith's station fills it again for the price of a repair, as often as that weapon could be repaired. Now and then the weapon is too worn for a shop: the next refit is then a master's reforge, at a master's price, and refits at a station go on after it. A weapon no shop will repair goes to a master every time. A sturdier weapon makes a longer-lasting form. After the last refit, infuse another of the same weapon to make it new. While in a form, the class weapon itself takes no wear: the form's charge is its wear.
Focus
focus <dps|heal|tank|cast>: more damage, stronger heals, your hits heal you over time, or your hits give you mana over time. One at a time; the first is chosen anywhere, and it is changed where you infuse. Only the focus in use grows; one you leave keeps what it had.
Essence
The same item for every class. You win it from the boss a locked weapon names: one for each lock, bound to you, and it opens that lock. A master crafter sets it in to unlock the level. An essence handed back to you opens any one lock.
Also
- Nothing about remorting depends on the weapon.
- In game: help temper, help infuse, help shift, help refit, help focus, help challenge, help claim.