Weapons

Sandata

Weapons (Tagalog: armas/sandata; French: arme; Spanish: arma; Welsh: arf; Japanese: 武器 buki) are the defensive accoutrements of a person or a race, a thing made or used for causing physical or magical harm, gaining an advantage, or defending oneself in a fight or competition. This weapon is held by many people or animals, including the queen and conservationist hunters.


Many peoples keep these three weapons melee, ranged, and magic in an arsenal; is defined as a place where weapons are made and stored, or it may refer to the group of weapons themselves.


The triangle is among the most powerful geometrical structures and represents power of the mind and emotion. The triangle is frequently used in training facilities' arsenal logos. It symbolizes various fundamental philosophical, theoretical, and metaphysical ideas that Filipinos transmitted to fairies and elves traveling to Aos Si before the Silk Road and spreading to Italo-Celtic indigenous groups (Spaniards, French people, Bretons, Portuguese people, Romanians, Moldovans, Aragonese people, Aromanians, Asturians, Sardinians, Italians, Hispanics, Cajuns, Welsh people, Manx people, Scottish people, Irish people, Catalans, Monegasques, Andorrans, Extremadurans, Leonese people, Basques, Mexicans, Nahuals, Iroquois, Mayans, and other descendants.) These three points of this shape are melee, ranged, and magic weapons.


Cutting, impact, piercing, and shot damage are all caused by different types of weapons. Depending on the type of damage applied to it, a monster's weak points may change. While impact damage can repeatedly strike a monster's head to stun and exhaust them, most monsters over time, cutting damage is particularly useful for slicing off their tails. Shot damage can have a variety of damaging effects on a monster depending on the type of ammo used (e.g., pierce, crag, or slicing). The weapons are made of raw materials like wood, bones, skins, sacs, stones, gemstone, and even metals for delivering two or more types of damage, with varying efficiency.


The Earth, Sawintir, Reinachos, Berbania, and Delphia are terrestrial planets and exoplanets that have respectively weapons from each continents are the following: War Wagasa and Woodpocket (Hawaii of Planet Earth); Pocket Spear (Ilocos of Planet Earth); Stun Blade and Lantern Cannon (Hybornia of Planet Reinachos); Whipsword and Fighting Whip (Hordan of Planet Reinachos); Swordstick (Nova Australios of Planet Reinachos); Locked Blades (Lighruperisal of Planet Reinachos); Bowguns (Pascua Delos Desierto of Planet Reinachos); Macahuitl, War Hammer, and Fire Lance (Jejirique of Planet Reinachos); Swordpike (Horatio of Planet Reinachos); Canebow (Hirojafza of Planet Reinachos); Groundlance and Hookrod (Kihangor of Planet Reinachos); Wandknife (Drepesedio of Planet Reinachos); Mortal-mace (Dirthsao of Planet Reinachos); Snipercane (Tiqojarha of Planet Reinachos); and Stunspear, Umbrella-sword, Mind Arrow, and Warspike (From Thyroa, Khamorigdia, Nighath-ńoeal, Bahirghatang and Diegovia of Delphia)

Melee Weapons

Melee weapons are weapons dealing melee damage that is used in close- to medium-ranged combat.


Melee weapons are roughly categorized into unarmed; tools; impacted; pointed; handed; edged and flexible weapons.


Unarmed


Tools


Handed Weapons


Edged Weapons


Blunted Weapons


Pointed Weapons


Flexible Weapons

Ranged Weapons

Ranged weapons (Tagalog: mga baril at pana) are weapons that are used in ranged combat. The defining trait of ranged weapons is generally their requirement of ammunition in order for the weapon to operate.


You can also use a melee attack with any ranged weapons by swinging or swooping if with or without ammos. Firearms can be used as blunt weapons, particularly in Close-quarters combat, or when ammunition for the firearm has run out. It is also an effective battle strategy when the ammunition supply is low since knocking out enemies without firing the gun allows the user to save as much ammunition as possible for later, more critical use.


Need to invest money and resources for ammunition and coatings. In older years, resources for additional ammunitions must be carried in the same bag as the other important items. However, starting from 4th Year Anniversary, an Ammo Pouch is introduced, which stores Gun's Ammunition or Bow's Coatings, erasing the problem of slot shortages (depending on the marksman's role).


This attachment customization means you have free reign over your ranged weapons, allowing you to specifically build your gun to specialize in different situations. An attachment is an optional enhancement, modification or accessory for a ranged weapons, including bows, guns, and even some launchers; except for throwing and most launchers.


Elastic Weapons


Pneumatic Weapons


Guns


Launchers


Thrown Weapons

Magic Weapons

Magic weapons are weapons that are used in close- to long-ranged combat. The defining trait of magic weapons is their consumption of mana or energy upon every use. Mana is a resource consumed by the survivor or creature when using magic weapons or futuristic weapons.


Magic Wands


Energy Weapons


Spell Tomes


Summoning Entities

Weapons in No Way to Seaway series

There are 36 types of weapons in the No Way to Seaway series are small sword or knife, longsword, big sword, dual blade, hammer, alphorn, lance, pistol sword, fire lance, bludgeon, axe, fighting stick, fighting gloves, polearm, scythe, magic wand, magic staff, magic gem, laser gun, handgun, sniper rifle, assault gun, light machine gun, small machine gun, shotgun, musket, string boomerang, sling, bow, crossbow, slingshot, blowgun, hand cannon, flamethrower, water gun, and microwave gun.


The type of armor worn by hunters (with the exception of head gear) is dependent on these classes, with melee weapons requiring blademaster armor, ranged weapons requiring gunner armor, and magic weapons requiring magician armor. Only a few "neutral" armor sets (e.g., Leather or Chainmail) allow for the use of either class.


The Chalkmind mechanic allows the hunter to assign Chalkmind loadouts and swap between them on the fly, whether in combat or otherwise. This allows the survivor in Late Cretaceous to further expand their arsenal of available moves during hunts and to further customize their builds to accommodate their style.


Each of the 36 Weapon-types have 3 sets of 2 moves that can be switched out with each other, allowing for a diverse, customizable approach to combat while in Late Cretaceous. Chalkmind Skills are unlocked by progressing in the game, with each set having a default move that is available from the beginning. Each Weapon-type has a set of swappable Chalkmind Attacks and 2 sets of swappable standard moves.