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Dragon Nest - Weapons Wiki Guide
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Weapons - Dragon Nest


Dragon Nest Weapons

Weapons are equipped on to your character in battles in the world of Alteia. Their function is to improve offensive and defensive power. There are two: primary and secondary.

- Equip weapons so that you can go into dungeons
- You can only use weapons according to your main class. Some other skills need certain weapons to perform
- Some weapons can only be discovered, invented or traded in the Auction House
- Weapons have durability similar to armor
- Weapons can glow if they reach +7 strengthening efficiency
- Weapons has their own rarity: normal, magic, rare, epic, ancient.

Primary Weapons:
- Hold in right hand higher weapon slot
- Main weapon for a specific class
- Needed for using skills
- Add physical and/or magical damage

Secondary Weapons:
- Hold in left hand lower weapon slot
- Is used in right click attacks
- Needed for some skills
- Add physical and/or magical damage


Class: Warrior
Primary weapons:

Greatswords
- Have agile swing speed, sweeping across wide area to deal damage to massive foes.

Example: Ancient Greatsword
Level Requirement: over 24
Rarity: Epic
Durability: 180
Base Stats (Lowest possible)
Physical Damage: 109-143
Magic Damage: 86-117
Paralysis: 152
Stun: 95
Critical: 177

How to get:
Dropped from Minotaur Nest Golden Box, Honest Ed Abyss Shop

Axes
- Have moderate swing speed. If you keep hitting, the third and final attack comes with spinning to damage multiple foes. Compared to hammers, axes inflict a stable amount of damage and occasionally perform critical attack at a higher frequency.

Example: Vigilant Axe
Level Requirement: Over 5
Rarity: Magic
Durability: 120
Base Stats (Lowest possible)
Physical Damage: 15-31
Magic Damage: 11-23
Strength: 2
Agility: 2
Paralysis: 40
Stun: 30
Critical: 85


Hammers
- Have slow swing speed. If you keep hitting, the third swing launch target to the air and its fourth and final swing slams the ground to deals area damage and also knocks back the foes. Compared to axes, hammers have higher stun rate but deal unstable damage to foes.

Example: Bronze Hammer
Level Requirement: Over 5
Rarity: Normal
Durability: 120
Base Stats (Lowest possible)


Secondary weapons:
Gauntlets


Class: Archer
Primary weapons:

Shortbows
- Enable constant and steady firing frequency but the range is the shortest. However, the damage is the most stable of all.

Example: Kobold Shortbow
Level Requirement: Over 16
Durability: 120
Physical Damage: 67-82
Magic Damage: 55-67
Critical: +250


Longbows
- Have the longest distance to inflict damage but the firing frequency is the slowest. The third shot of the series of actions is special. It is a piercing attack that can cut through armor. The damage is the least stable but the possibility of inflicting critical damage is elevated. Hence, the overall attack power is stronger compared to Shortbows.

Example: Goblin Longbow
Level Requirement: Over 24
Durability: 180
Physical Damage: 67-139
Magic Damage: 49-102
Critical: +467


Crossbows
- Is the intermediate of the previous two weapons. It is medium-ranged weapon with 3 quick shots at a time. Nevertheless, reloading time is required between attacks to reset the combo hit counter. It has the lowest possibility of doing critical hit but has a higher magical attack compared to Longbows.

Example: Cedarwood Crossbow
Level Requirement: Over 24
Durability: 180
Physical Damage: 110-165
Magic Damage: 90-135
Critical: +324


Secondary weapons:
Quivers


Class: Cleric

Primary weapons:

Maces
- Are short distance weapons but have a very swift swing speed. They can inflict higher stun rate but the damage is less stable.

Example: Challenger's Mace
when you obtain this item, it binds.
Level Requirement: Over 24
Durability: 180
Physical Damage: 68-159
Magical Damage: 40-95
Critical: +142
Paralyze: +315
Stun: +444

This item is a sign of honor for Challengers who have won many combats.
Challenger's Set (4/4)
- Challenger's Mace
- Challenger's Shield
- Challenger's Wand
- Challenger's Flail
Set Bonus
2 - Increase Final Damage: +73


Flails
- Are long distance weapons and wide sweeping swing that damages a larger area but the overall attack speed is slower. They have higher possibility of inflicting critical damage and the damage is more stable.

Example: Belief Flial
when you obtain this item, it binds.
Level Requirement: Over 15
Durability: 100
Can not be enhanced or extracted.
Physical Damage: 56-104
Magic Damage: 33-62
Paralysis: +162
Stun: +95
Critical: +213


Wands
- Are short distance weapons and are capable of firing three continuous magical bolt of lightning in the fourth swing.

Example:
Level Requirement: Over 40
Rarity: Epic
Durability: 240


Secondary weapons:

Shields
- Provide extra defense and magical defense.


Class: Sorceress
Primary weapons:

Staffs
Staffs are regarded as an auxiliary weapon and carries traits of an auxiliary weapon.

Example: Ancient Staff
when you obtain this item, it binds.
Level Requirement: Over 24
Durability: 180
Physical Damage: 58-87
Magical Damage: 71-107


Secondary weapons:

Grimoires
- Provide Mana Regeneration. The Sorceress attack moves are smacking the enemies with the Grimoires.

Orbs
- Rotate around the Sorceress and damage enemies that come in contact with. Orbs give additional critical rate.

Puppets
- Elevate maximum Mana of the Sorceress. The Sorceress attack moves are summoning the ghouls that stay within the Puppets.


Weapons Tips & Walkthrough Review:




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