BLESSED WIKI

Weapons & Tiers

Archetypes

Three weapon archetypes with distinct handling:

  • Ranged — projectile or hitscan-style guns; projectiles can pierce, bounce or explode.
  • Melee — telegraphed arcs/thrusts with attack type, arc and reach per weapon.
  • Throwable — thrown projectiles with explosion stats.

The live roster (currently ~70 weapons) with full per-tier stats is on the weapons index. Examples: Bowrep, Giant Hammer.

Weapon classes

Every weapon belongs to one of 19 classes (Gun, Bow, Medieval, Tech, Wizard, …). Classes group weapons thematically and are the hook for future class-synergy bonuses.

🚧 TBD — class set bonuses (e.g. “3 Medieval weapons → +X%”) are not designed yet; decide whether classes stay cosmetic or become a build axis.

Tier progression

Weapons exist in Tiers 1–5 (the rarity color language). Each tier is a full stat row — damage, cooldown, crit, range, scaling modifiers — authored per weapon. A weapon’s minimum tier gates when it can appear. In-run, higher tiers arrive through the card phase.

  • Weapon damage scales with wielder stats via per-weapon percentage modifiers — see Mechanics and any weapon page’s stat table.
  • Players hold multiple weapons (slot count is itself a stat) and switch between them.

Weapon traits

Behaviour a stat line can’t express (absorb shots, on-kill effects, cooldown manipulation, replacing the fire action entirely) is authored as trait assets attached to a weapon — server-side hooks around equip, fire, hit, kill and wave events. This is the extension point for “weird” weapons.

🚧 TBD — trait roster per weapon; document each shipped trait on its weapon’s wiki page as they land.

Special placements

Some weapons place objects in the world (e.g. the Ice Wall’s timed obstacle that blocks both allies and enemies).