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Weapons

As diverse as the creatures who are cut down by them, Weapons in Gambit serve as the primary tools for dealing damage to Enemies and Bosses. Covering a range of melee and ranged options, each weapon type is expected to feature unique properties, modifiers, and affinities, enabling players to customize their combat approach to suit their playstyle.   Also known in game as Armaments, most of the weapons are unlocked by crafting with materials obtained from defeating enemies and bosses, however some can be obtained by story progress, or finding them out in the environment.  

Weapon Type

All weapons in Gambit have a weapon class. Weapons of the same weapon class/category have similar forms of attack, and as such aid the player in determining the basic functionality of that particular weapon. With multiple weapon categories housing a multitude of various weapons, each with their own unique design, stats and functional moveset, the possibilities are endless.  

Weapon Categories: Melee

  Important Note: Nearly all Weapons have a Great variant of themselves and are designed to be Heavy Weaponry, being much larger but heavier to wield, but also exhibiting a much larger ranger for some as well as damage pool    
  • Swords, Greatswords
  • Well balanced swords for either one or two handed use. They possess a relatively quick and versatile moveset, and as a result of their light weight, consume little stamina per swing. A classic weapon, the Greatsword is a weapon capable of dealing massive damage. Larger swords suitable for two-handed usage; slower and more powerful than straight swords. Their wide swing radius is suitable for catching agile opponents.    
  • Hammer, Great-Hammer
  • Hammers are slow weapons, but despite being so, they are staunch and resilient and perhaps the first representative weapon-of-choice to dictate pure, unadulterated damage directly to the target. As the hammer class has immense damage potential, and indeed, some of the outright highest raw damage in the game, the weapon boasts no defensive or evasive capabilities aside from the standard rolling dodge maneuver. A sense of timing is needed to master the weapon's true damaging traits: releasing charged swings while timing and aiming diligently against the foe's movements. Great-Hammers, much like all the Great variants, are somehow much larger. Great Hammers are very slow weapons even when compared to normal Hammers, but what they lack in speed, they make up with good range designed for heavy strikes. All of the Great Hammers are immensely heavy, and this weight is used in large, powerful swings.    
  • Axe, Great Axe
  • Small axes are somewhat slower, but more damaging alternatives to the many sword types. They have shorter range, but swing in wide arcs. Primarily used one-handed. Much larger variants of the traditional axe's, Great Axe's have attack's that are more concentrated than normal axes, and although their swings are unwieldy and leave the user open to counterattack, they are often unblockable to many enemies, but be careful, that includes YOU too.    
  • Spears
  • Spears are excellent weapons for tactical combat, as most spears' one-handed light attacks can be used while still blocking and their range is impressive. However, their stabs cover a very specific area and they are easily blocked.  
  • Katanas
  • Having comparatively swift attacks, fluid controls, and relatively high damage potential with the addition of many of them having the Bleed Effect, Katanas are powerful alternatives to the Straight Swords.    
  • Dual Blade
  • A high speed class of weapon, a Dual Blades small attack stat and inability to block is made up for by their high attack speed and wide variance in elemental damage and status effects.    
  • Daggers
  • Daggers have short range, but are extremely rapid and have high critical modifiers. They are best-suited towards fighters with a penchant for counters and backstabs. Daggers have both slashing and thrusting attacks.    
  • Whip
  • One of the weaker of the Melee Classes, Whips are generally ineffective against any kind of armor, but have an excellent attack arc, and allow the player to keep their distance. Great for quick, single target damage as well as fantastic for crowd control, fighting at a distance, and depending on the whip, strong against enemies weak to serration/bleed, a whip can be useful if used right.  

    Additional Melee

     
  • Unarmed Melee
  • Fists, also known in game as unarmed combat is a sub-form of melee combat that is performed by attacking with nothing equipped (weapons or shields) in one or both hands. Unarmed combat may be a reliable type of combat early in the game when opponents are at lower levels, matching your character level, but generally becomes less effective as you progress. Naturally, punching is a last-resort, lacking the range of firearms and power of melee weapons.   While it is ill-advised to engage in melee combat in these games due to the underwhelming damage output it has against most enemies, unarmed combat can be very deadly in the hands of the more patient and expert player, providing them means of clearing pathways while conserving ammunition. Despite this however, bare-handed attacks do have unique properties - for example, they can be chained, causing the protagonist to unleash a series of various punches and kicks, including a stomp or ground-level kick if an enemy is lying prone.    
  • Claw's
  • Claws are hand-held weapons consisting of one or more blades extending from the knuckles of the wielder. They are similar to Fists in terms of their attack patterns and range, but have a much higher damage output. Though they are shorter than most blades (ranging between that of Daggers and Straight Swords) and deal modest damage per hit, Claws excel at delivering rapid-fire, close-range slashing attacks that rend flesh easily.    
  • Piercing Dragon
  • Piercing Dragons are a series of highly mobile, dual-wielded blunt weapons that feature a unique propulsion system that allows hunters to strike monsters in rapid succession, execute airborne combos, and dash freely. It primarily deals Impact damage, making it great for exhausting monsters and getting KOs. While it shares much of the moveset of Dual-Blades, Piercing Dragons have the ability to Charge Up, with every attack landed, allowing for a brutal finisher and giving it an inherent "smoking look" hence the name. However, while you can crack shells/hard exterior, being impact weapons like Hammers, Piercing Dragons do not have Cutting Power.    

    Weapon Categories: Ranged

     
  • Lightbow, Greatbow
  • Bows are the only ranged weapons in the game that allow direct control over aiming. This can allow for much higher precision than relying on the lock-on system. Light Bows and Greatbows serve entirely different combat roles. Light Bows prioritize speed, mobility, and status buildup. Greatbows, on the other hand, act as heavy artillery for massive damage and knockdown power. Fast-paced, agile, and best used in close-to-mid range, Light bows are great for mobility, allowing players the opportunity to use them while sprinting, rolling, jumping, and backstepping. Mobility with Greatbows is all but lost, forcing the player to plant their feet and hope their shot lands on something that decided to stand still for just a moment.    
  • Crossbow
  • The middle point between the Lightbow and Greatbow, Crossbows are ranged weaponry made from a bow fixed to a stock. Much like with lightbows, mobility is strong here, allowing the player to move-freely, while similar to a great bow, it deals a good damage output. However, downsides often include the fact that Crossbows produce much more noise than normal bows. In addition, nocking a new bolt takes a noticeable amount of time, giving you basically one solid shot before needing to hide or reload.    
  • Ballista
  • An unconventional ballistic device modelled on a weapon once used to besiege castles, this weapon takes all of the traits of bows and crossbows and unsurprisingly, makes them harder to deal with. Deadly ranged tools of massive destruction only capable of firing great bolts, this weapon is often only used for crowd-control, dealing heavy damage but also being extremely slow to reload. It is also one of the rarest weapons in game, only coming with five bolt-ammo in total when found, requiring the player to search for more of the equally rare ammo.    
  • Hand-Cannon's
  • Firearms and the like are uncommon in the realm of the Demon world.   In a world where magic, monsters, and arcane weaponry all exist, it's often hard to imagine something as simplistic yet filled with ingenuity as a Firearm, let alone a cannon would ever come find a home in the world, yet alone a nice little niche among the populace.   And while that is true for many, the introduction of projectiles propelled by things other than just pure muscle power and mind-tricks introduced a whole wreath of possibilities, especially for those not born with the ability for magic, who had to adapt with the ever shifting powers that Mages and other magic users had on hand. Hand-Cannons are exactly what the name suggests; use of this weapon is equivalent to toting around a mounted cannon, complete with its ridiculous weight as well as its staggering kick. Such a monstrosity was, as such, doomed from the start.   Yet, against impossibly gigantic foes, it might be just the thing. . . .    

    Weapon Categories: Specialty

     
    Specialty weapons refer to any unique category of weapons that sit outside standard arsenals. While "Special Weapons" are often defined by their unique usage, in most cases in Gambit however, it often refers to the idea of being Multifunctional; a term given to combat tactics that specialize in combining two specific categories at once, such as Spells, which are defined as both Magic and Ranged combat.   In Gambit, most of these specialties involve the use of Magic, often in the form of Pyromancies; spells that allow the player to conjure the multitudes of various flame magics endemic to the underworld/spirit world. The defining trait of magic is their consumption of mana or Magicka upon every use. In Korean Shamanism, Korean shaman bells, known as mu-dang bangul (무당방울), are sacred bronze or brass handbells used by shamans (mudang) during rituals (gut). They consist of a handle attached to a hollow, circular hoop lined with numerous smaller bells, often numbering between 7 and 12. Finding many uses within rituals, the sharp, resonant jingle is believed to cleanse the ritual space of negative energies and drive away malevolent entities, granting forms of divine protection. In Gambit, Shaman Bells, are the games answer to mu-dang bangul. While different in appearance, Shaman Bells offer divine protection in the form of Mana increasement upon discovery. All spells within Gambit require the usage of Magicka in order to be produced, however each one has its limit to how much is used on a singular spell.  
    Bells can be seen throughout Gambit, often in the form of "attire" found on many bosses and enemies. A tell-tale sign of a magic user, these bells unlike the players can be broken on Boss's in order to cut off a creatures ability to use magic.   However be careful, as for many bosses, cutting them off from their magic doesn't mean they are defenseless and many are masters in their own right when it comes to the use of melee.

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