Weapons
Class-specific arms with hybrid random stats for god roll hunting.
Weapons in Arcania are class-specific, with each class wielding arms suited to their combat style and lore. All weapons use the hybrid random stat system with base damage, identity stats, random bonus stats, and sockets for gems.
Weapon Stat Model
Each weapon provides multiple stat components:
| Component | Description |
|---|---|
| Base Damage | Damage range (scales by tier, ~±10% variance) |
| Identity Stat | |
| Prestige Stat | Prestige Damage (only on Prestige quality drops) |
| Random Bonus Stats | 1-3 stats rolled from class-specific pool |
| Sockets | Empty slots for gems (1/1/2/2/3 by tier) |
Note
Weapons are the primary source of offensive stats. They use class-specific bonus pools for relevant combat stats.
Weapon Types by Class
| Class | Weapon Types | Identity Stat |
|---|---|---|
| Maces, Flails, Mauls | ||
| Swords, Spears, Scythes | ||
| Bows | ||
| Staffs | ||
| Staffs |
Base Damage Ranges
Base damage has ~±10% variance:
| Tier | Damage Range |
|---|---|
| Tier 1 | 9-16 |
| Tier 2 | 18-33 |
| Tier 3 | 36-60 |
| Tier 4 | 63-99 |
| Tier 5 | 99-154 |
Identity Stat Ranges
All identity stats have ±20% variance for god roll hunting:
| Tier | Physical Attack | Magic Attack |
|---|---|---|
| Tier 1 | 4-6 | 5-7 |
| Tier 2 | 10-14 | 12-18 |
| Tier 3 | 20-30 | 24-36 |
| Tier 4 | 36-54 | 44-66 |
| Tier 5 | 60-90 | 72-108 |
Tip
Magic Attack values are slightly higher than Physical Attack to compensate for mana costs and cast times.
Bonus Stats & Sockets by Tier
| Tier | Bonus Stats | Sockets |
|---|---|---|
| Tier 1 | 1 random | 1 |
| Tier 2 | 1 random | 1 |
| Tier 3 | 2 random | 2 |
| Tier 4 | 2 random | 2 |
| Tier 5 | 3 random | 3 |
Prestige Weapons
Weapons have a 10% chance to drop as Prestige quality, gaining bonus flat damage.
| Tier | Prestige Damage |
|---|---|
| Tier 1 | +5 |
| Tier 2 | +10 |
| Tier 3 | +18 |
| Tier 4 | +28 |
| Tier 5 | +45 |
Note
Prestige Damage is added to your final damage calculation. A Prestige Tier 5 weapon adds +45 flat damage on top of all other bonuses.
Weapon Bonus Pools
Physical Weapons (Warrior/Paladin/Ranger)
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| 0.4-0.6 | 0.8-1.2 | 1.6-2.4 | 2.4-3.6 | 4-6 | |
| 1-2 | 2-4 | 4-6 | 6-10 | 10-15 | |
| 0.8-1.2 | 1.6-2.4 | 2.4-3.6 | 4-6 | 6.4-9.6 | |
| 0.3-0.5 | 0.6-1.0 | 1.2-1.8 | 1.8-2.6 | 2.8-4.2 |
Magic Weapons (Mage/Cleric)
| Stat | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| 0.4-0.6 | 0.8-1.2 | 1.6-2.4 | 2.4-3.6 | 4-6 | |
| 1-2 | 2-4 | 4-6 | 6-10 | 10-15 | |
| 0.8-1.2 | 1.6-2.4 | 2.4-3.6 | 4-6 | 6.4-9.6 | |
| 0.3-0.5 | 0.6-1.0 | 1.2-1.8 | 1.8-2.6 | 2.8-4.2 |
Example: Tier 5 Warrior Weapon
Standard God Roll:
Executioner (Tier 5 Dual Swords)
├── Base Damage: 140-154 (max)
├── Identity: Physical Attack +90 (max)
├── Bonus 1: Crit Chance +6% (max)
├── Bonus 2: Crit Damage +15% (max)
├── Bonus 3: Attack Speed +9.6% (max)
└── Sockets: [ ] [ ] [ ]
Prestige God Roll:
★ Executioner (Tier 5 Dual Swords) [PRESTIGE]
├── Base Damage: 140-154 (max)
├── Identity: Physical Attack +90 (max)
├── Prestige: Prestige Damage +45
├── Bonus 1: Crit Chance +6% (max)
├── Bonus 2: Crit Damage +15% (max)
├── Bonus 3: Attack Speed +9.6% (max)
└── Sockets: [ ] [ ] [ ]
Example: Tier 5 Mage Weapon
God Roll:
Oracle's Light (Tier 5 Staff)
├── Base Damage: 140-154 (max)
├── Identity: Magic Attack +108 (max)
├── Bonus 1: Crit Chance +6% (max)
├── Bonus 2: Crit Damage +15% (max)
├── Bonus 3: Attack Speed +9.6% (max)
└── Sockets: [ ] [ ] [ ]
Paladin Weapons
Paladins wield maces, flails, and mauls-blessed weapons designed to crush evil and protect the innocent.
| Tier | Weapon | Wielding | Req. Level |
|---|---|---|---|
| Tier 1 | One-Handed | 1 | |
| Tier 2 | One-Handed | 11 | |
| Tier 3 | One-Handed | 26 | |
| Tier 4 | Two-Handed | 41 | |
| Tier 5 | Two-Handed | 56 |
Note
One-Handed = Can pair with shield | Two-Handed = No shield, more damage
Lore
Paladin weapons are forged with fragments of the Spark of Light woven into their metal. Higher tiers contain more concentrated divine essence, making them increasingly effective against shadow creatures.
Warrior Weapons
Warriors wield swords, spears, and scythes-practical weapons that rely on mortal skill rather than magical enhancement.
| Tier | Weapon | Wielding | Req. Level |
|---|---|---|---|
| Tier 1 | Dual Wield | 1 | |
| Tier 2 | Two-Handed | 11 | |
| Tier 3 | Dual Wield | 26 | |
| Tier 4 | Two-Handed | 41 | |
| Tier 5 | Dual Wield | 56 |
Lore
Warrior weapons follow the Steel Covenant philosophy: pure craftsmanship without magical dependency.
Note
Dual Wield = Fast attacks | Two-Handed = Heavy attacks
Ranger Weapons
Rangers wield bows crafted from First World materials, each drawing power from the primal wilderness.
| Tier | Weapon | Wielding | Req. Level |
|---|---|---|---|
| Tier 1 | Two-Handed | 1 | |
| Tier 2 | Two-Handed | 11 | |
| Tier 3 | Two-Handed | 26 | |
| Tier 4 | Two-Handed | 41 | |
| Tier 5 | Two-Handed | 56 |
Lore
Ranger bows are grown as much as crafted. The wood comes from First World trees that still remember Anias's dreams.
Mage & Cleric Weapons
Mages and Clerics share a weapon progression, wielding staffs that channel either the Anguish (arcane) or the Eternal Light (divine).
| Tier | Weapon | Wielding | Req. Level |
|---|---|---|---|
| Tier 1 | Two-Handed | 1 | |
| Tier 2 | Two-Handed | 11 | |
| Tier 3 | Two-Handed | 26 | |
| Tier 4 | Two-Handed | 41 | |
| Tier 5 | Two-Handed | 56 |
Lore
Though Mages and Clerics use the same weapons, the power they channel differs:
- Mages draw upon the Anguish-raw Titan energy that must be carefully controlled
- Clerics channel the Eternal Light-Anias's distributed essence that flows through living things
Acquisition Sources
| Tier | Primary Sources |
|---|---|
| Tier 1 | Homeland vendors, starting quests |
| Tier 2 | Regional quests, elite enemies |
| Tier 3 | Dominion Zone 1-2 drops, boss rewards |
| Tier 4 | Dominion Zone 3-4 drops, boss rewards |
| Tier 5 | Legendary quests, final boss drops |