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Each job has the native ability to wield at least one type of weapon at full proficiency. Other jobs require subbing passive skills to be able to wield non-native weapons and raise their proficiency to comparable levels. Not every job has a passive skill for equipping a weapon and some jobs have more than one equip weapon skill. Beginner weapons can be wielded on any job. Many skills require a particular weapon to be equipped in order to be used.

Weapon families[]

Weapons that can be crafted through normal alchemy come with different family.

  • Every family has a new weapon every 20 levels up to level 60.
e.g. The Water element Poleax at level 20 followed by the Berserker's Ax at level 40 and the Abyssal Ax at level 60.
e.g. The Fire element Iron Hammer at level 23 followed by the Warhammer at level 43. There is not a third weapon in this class because 20 levels above 43 is 63.
  • Some families are better suited for a particular character's build.
e.g. An element-based Syringe will give higher physical attack, but lower MP.
  • Every weapon type has 2 elemental families. These families include the 20, 40, 60 and 23, 43 weapons.

Weapon stats[]

Each weapon has different bonuses to stats. Some of the weapons are different, but generally these weapons will have the same thing.

Weapon Stat 1 Stat 2 Stat 3 Stat 4
Abacus Physical Critical Attack Magical Evasion Provider's Providence
Axe Physical Attack
Baton Attack Speed: 1
Bow Attack Speed: -1 Lowers Accuracy
Gloves Physical Critical Attack Maximum HP
Dagger Physical Critical Attack Attack Speed: 2
Fan Magic Attack Maximum HP Magic Accuracy Attack Speed: 2
Instrument Evasion Magical Evasion
Saber Lowers Evasion Lowers Accuracy Attack Speed: -1 Physical Attack
Spear Physical Critical Attack
Staff Accuracy Evasion
Sword Magic Attack
Syringe Magic Attack Maximum MP
Wand Magic Attack Maximum MP Magic Accuracy

Weapon Elements[]

Weapon 20, 40, 60 23,43
Abacus
Axe
Baton None None
Bow

Gloves

Dagger
Fan

Instrument

Saber
Spear
Staff
Sword
Syringe

Wand


Crafting and upgrading weapons[]

Most weapons can be made through alchemy or high level alchemy and upgraded up to two times. Exceptions to this include Beginner weapons, Golden weapons, and Master weapons which cannot be crafted or upgraded; Platinum weapons which cannot be crafted; level 53 weapons which can only be upgraded once; and level 58 weapons, HLA I weapons and HLA III weapons which cannot be upgraded.

All weapons can have their stat bonus upgraded through the use of books and tickets.

Weapon suitabilities[]

All jobs have a proficiency percentage called suitability with every weapon.This percentage can be raised by subbing a passive skill related to the weapon. Every level of this skill will raise the percentage by 5%. (Capped at 100%) The following chart shows each jobs native suitability for each weapon.[1]

The sutability will affect the attack increased when equipping the weapon, but not other stats.

  • Baton has no Equip or Mastery skills.
  • Wand has no Mastery skill (magic attacks do not suffer suitability penalties).
    • Bold = Native Equip
    • Underline = Job has Equip Skill


Job Abacus Axe Baton Bow Gloves Dagger Fan Instrument Saber Spear Staff Sword Syringe Wand
Blademaster 60 60 60 70 70 50 50 100 70 60 80 50 50
Commoner 70 70 100 70 70 70 70 70 70 70 70 70 70 70
Dancer 60 50 50 50 60 100 80 50 50 50 50 70 70
Doctor 60 50 50 50 50 75 75 50 50 50 50 100 80
Fencer 60 60 60 70 70 50 50 80 70 60 100 50 50
Hunter 60 60 100 70 70 50 50 70 70 60 70 50 50
Martial Artist 60 60 60 100 70 50 50 70 70 100 70 50 50
Mercenary 60 100 60 70 90 50 50 90 100 60 90 50 60
Merchant 100 80 60 60 70 60 60 70 60 60 70 60 50
Musician 60 50 50 50 50 80 100 50 50 50 50 70 80
Shaman 60 50 50 50 50 70 70 50 50 50 50 70 100
Thief 50 50 80 70 100 50 50 70 70 60 70 50 50
Witch Doctor 60 50 50 50 100 60 60 50 50 50 50 60 90
Wizard 60 50 50 50 50 70 70 50 50 50 50 70 100
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