Most are not crafted, but can be found as procedurally generated weapons throughout the game which deal elemental damage and inflict elemental Both staves and wands are ranged weapons which drain a large portion of your energy pool in order to execute their abilities. The finisher available depends on the fist weapon itself, and two different fist weapons can be worn at the same time to give players the ability to use either finisher, though the finisher used will be the one of the fist weapon that did not initiate the combo. They require that the player get close to their target so they can land attacks. Their primary attack is to fire a rocket directly at the target. These grenades will explode dealing damage after a few seconds.

There's now lava and flame traps which can empower the champion, and a number of small monsters which will continuously spawn as long as the Templar is alive.

When the monster runs in to attack, simply swing your sword.

The behavior and damage of each of these weapons is Boomerangs and Chakrams deflect off walls, and in many cases their thrown behavior is different if they strike a surface. They fire a fast stream of bullets, which deal elemental damage for uncommon and rare rarity guns (rare machine pistols also inflict status effects with their shots).

Templar Inferno, who has a flamethrower sword. When dealing with ranged assailants, it is easiest to jump into the air and aim for just in front of the attacker, just as they fire their shots. Though several other classes of guns can be crafted, Rocket Launchers cannot be crafted, only generated as Shotguns are a two handed gun class which fires scattered cones of small bullets, dealing damage in a wide area.

To swing a hammer the attack button must be held down until the hammer is fully raised - otherwise it will not swing.

Unique among generated weapons, axes do not experience an increase in damage output per time when going from common to uncommon. The closer the target is to the player when the shotgun is fired, the more bullets will strike them and the more damage they'll take. Automatic assault rifles operate similarly to machine pistols while burst-fire assault rifles instead fire their bullets in bursts of 2 to 4 at a time.

Assault rifles are the two handed automatic gun class.

Holding down the left-hand button causes the player to pull the bowstring back with an arrow nocked.

Consumable thrown weapons are consumed when thrown, meaning the player has a finite supply and can run out. Bows are All bows have the Bow Shot ability, assigned to the left-hand button while a bow is equipped. They also possess special attacks which help them destroy crowds of enemies. Unless the weapon is a Unique Weapon with fixed abilities, it will be procedurally generated and can have a very wide variety of stats, appearances and secondary abilities.

Two handed swords acquired with these methods will have a tier based on the planet from which it was acquired, regardless of the method. All firearms are directionally aimed and will fire in a straight line toward the cursor.

Each staff or wand has a unique effect when used, much like a "spell" being cast. For maximum damage output, the arrow should be released within this interval - keeping the bow drawn for too long will reduce arrow base power to 80% of base max damage, indicated by the bow returning to its normal color.

They are aimed like other ranged weapons.

Starting at 0.9 seconds of draw time and ending at 1.1 seconds, the bow will usually turn white to indicate that the shot is fully charged. After those two attacks, there is a brief pause before the user can attack again, signified by the weapon blinking white. Weapons will be able to be dyed to the players preference to add customisable colors.

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