For a listing of weapons please see Weapons Listing
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Weapon Mechanics Overview
Weapons are broken up into two main categories: melee weapons and ranged weapons. Melee weapons require you to be close to your enemy and ranged weapons will fire a projectile from a distance.
Melee weapons can be broken down into sub-categories. They are as follows:
Unarmed Combat - Fighting with no weapon equipped is considered melee combat. Brawling is the fastest melee style, but the lowest potential for damage output.
One-handed Sword - One-handed melee weapons are usually bladed and easy to swing. A one-handed weapon is a little slower than brawling, but the weapon will cause more damage than your fists.
Two-handed Sword - Similar to one-handed weapons, these are usually bladed but they are someone heaver. That makes them slower than their one-handed counterparts, but the extra weight allows more damage to be dealt.
Polearm - The largest of the melee weapons, these can be either bladed or blunt. These can sometimes be difficult to wield and as a result they are generally the slowest melee weapons to use. However, the sheer size of these weapons makes them the most dangerous to your enemies.
Ranged weapons are also broken down into sub-categories. They are as follows:
Pistol - These small weapons are easy to carry and even easier to conceal. Their small size yields a relatively low damage output, but they recharge quickly allowing for a rapid rate of fire. The effectiveness of a pistol drops off at long ranges; they are usually used only for short range combat.
Carbine - These are good mid-range weapons. Carbines have a little trouble hitting targets at very long or very short distances, so at these ranges you may want to aim carefully. The capabilities of a carbine weapon allow for moderate damage output along with a fairly decent recharge rate.
Rifle - Made to destroy enemies from afar, these weapons are most effective from long ranges. The sheer power behind a rifle makes it difficult to attack targets at a short range, but from a distance, a rifle has the highest damage potential of any ranged weapon. This does not come without a price however, as the power drain on a rifle makes for a long recharge time and a slow rate of fire.
Additionally, there is also a category of weapons known as munitions and heavy weapons. These generally include grenades and rocket launchers, and can only be used effectively by a few professions. The disadvantage to these types of weapons is that they are expendable, and can be used only a limited number of times.
Simply examine a weapon if you wish to check the damage output, attack speed, and range information.
Weapon attributes are the modifiers and statistics found on a weapon. Weapons come from three sources: Crafting, Loot and as part of Quest rewards. Every type of weapon has a unique range of stats which can vary depending on the resources used in crafting or the luck of the player when the game randomly generates stats on a weapon that is given as loot.
The attributes are, divided into the following categories.
This attribute spawns on any weapon that has had its base type name changed. For player crafted weapons this type change occurs when the player renames the weapon from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the weapon now indicates that it is a variation of the specific type that it originated as. For looted weapons, this attribute occurs only on weapons that have been given the exceptional or legendary tags.
For more information about the Variation Of attribute, see
General Item Mechanics
This attribute is present on all weapons and indicates whether the player has the necessary skill certification requirement to use the weapon by displaying a simple Yes or No. Players who are not certified to use a weapon will suffer a damage penalty when wielding the weapon.
This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon.
The left figure represents the current hitpoints on the weapon and the right represents the total max possible hitpoints. A weapon will begin to lose damage potential if it falls below 25% of the max possible condition. If a weapon reaches 0 condition it will lose its damage. Items at 0 condition cannot be repaired.
Represents the current container contents of the Item.
For more information about volumn counts, see Inventory Mechanics
Attribute found only on consumables such as grenades or heavy weapons. This displays the amount of times the item can be used before it expires and is removed from the players inventory.
This attribute appears only on crafted items or looted components. The crafter's name is listed here.
General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers
This attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Weapons are allowed up to 3 skill mods. The exception to this are the special loot weapons which have innate modsifiers to them such as Corsec items for instance. These types of weapons can have up to 4 total skill mods.
This attribute represents the armor piercing rating of the weapon. Some weapons have the ability to cause bonus damage in the form of armor piercing. Weapons that do not have this are represented as having none.
This attribute lists how fast the weapon will attack at. This value cannot go under 1 second.
Damage is broken up into 5 parts consisting of the type of damage that the weapon does, the weapons minimum to maximum damage range, the radius of effect on the weapon, and the wound chance of the weapon. There are a number of damage options available to weapons. These damage types come in the forms of kinetic, heat, energy, cold, stun, electricity, acid, blast and lightsaber damage. These damage types may offer special bonuses versus weak targets. Wound chance represents the chance to cause a bleeding effect on a player when attacking with this weapon. The radius of effect seems to apply to certain carbines, heavy weapons and grenades. The radius indicates the area in which all targets in addition to the primary target will be hit within.
These attribute make up the Damage category for weapons:
This attribute appears on all weapons. This indicates the accuracy bonuses or penalties that a player suffers when using a weapon. Point blank Range indicates the bonus or penalty applied to the player using this particular weapon at 0 meters from the target. Ideal range indicates the accuracy modifier by using the weapon at its ideal location. Max range represents the accuracy modifier applied when the target is being attacked at the maximum possible range for the weapon to attack at.
Point Blank: Lists the accuracy bonus/penalty of using this weapon at a range of 0m from the target.
Ideal: Lists the accuracy bonus/penalty of using this weapon at it's ideal range from the target.
Max: Lists the accuracy bonus/penalty of using this weapon at its maximum range from the target.
Special Attack Cost
This represents the base HAM costs that a player expends when using specials with this weapon. Special attack ham multipliers are calculated against this base ham cost for each stat pool in order to derive the value taken away from the player's pools.
Force Power Cost
This attribute is limited to light saber weapons only. This represents the base force power cost that a player expends when using specials with this weapon. Special attack force multipliers are calculated against this base cost on the weapon in order to derive the value taken away from the player's pool.
Damage Over Time:
This Category attribute is used when a weapon has a dot effect on it. Weapons are allowed to have 1 DOT effect added to them. This dot can be of any type such as poison, fire, or disease. The DOT effect can be to any random ham pool such as health, action or mind. The only exceptions to this are from night sister lances, donkuwah knives, Nyax Sword, curved nyax swords and janta knives which have an innate dots, and cannot have another dot of the same type spawned on the item. These items can have 2 dots, but as mentioned the second dot must not be of the same time, i.e no health poison plus health poison 2nd dot allowed.
Type: Lists the type of dot being applied
Attribute: Lists the ham pool that will be affected
Strength: Lists the base damage value that the dot will use to calculate damage once it is applied.
Duration: Lists the duration in seconds that the dot will last once it has been applied.
Potency: Lists the value that will be used to calculate the chance for the dot to be applied.
This Category attribute is seen on a weapon when a weapon power up has been placed on it. This attribute remains so long as the uses on the power up have not expired. See using Power Ups for more information.
This attribute appears when a player places an item within an anti decay kit.
This attribute appears when a player has had their weapon sliced by a smuggler.
Player Crafted Unnamed Item
Player Crafted renamed Item
Exceptional Weapon with Powerup, Dot, Mods, Sliced and Anti Decay Kit
Night Sister Lance with 2 dots
Acid Stream Launcher Consumable