Shortbows are Ranged Weapon in which are almost similarly attributed with the Longbows and Greatbows.
Description[]
Shortbows can be drawn out without interruptions, it has considerably shorter Latency but have the shortest attack range due to the low maximum force that can be put into it. Shortbows use Short Arrows for ammunition for their lightweight and compatibility with them. Due to that, using Shortbows during battles can be heavily affected by wind-pattern factor. Shortbows have the second shortest Latency of 1.2 second, only to be bested by Crossguns and Handguns.
Shortbow's attack power is calculated based solely on it's base Attack Power and Bolts's Attack Power. The damage goes against the target's Defense. It's final damage is then heavily affected by wind-patterns. If the the wind patterns works for the velocity for the arrows, and/or vice versa.
Types[]
Wands have three sub-types. They are Constant, Charge and Loader.
Constant[]
Constant-Wands will always releases the same amount of damage. They are relatively weaker than the other two. All Constants uses the general Wands damage calculation. Their specialty is that, the Focus calculation is ignored by 3 grades. The minimum Focus while using Constant-Wands is B, and cannot be any lower as long as the user equip Constant-type Wands. Constant-Wands has the best homing capability amongst the three types. Their attacks always chase the target, that is, until the magickal projectile runs out of energy.
Name | Image | Attack | Effect | LP | Additional Info |
---|---|---|---|---|---|
Wand | 2 | 50 |
Star projectiles | ||
Lotus Scepter | 4 | 65 |
'Dust' projectiles Novae-elemental damage | ||
Fairy Wand | 8 | 5% Confuse on hit | 65 |
Star projectiles Celestial-elemental damage | |
Magician's Wand | 8 | 75 |
Flare projectiles Fire-elemental damage | ||
Balance Rod | 11 | 80 |
Star-Orb projectiles Increase Spatial, Dimensional and Temporal-elemental damage dealt by 20% on equip | ||
Empyrean Wand | 15 | Lower the target's Resilience | 90 |
Star projectiles Holy-elemental damage | |
Wing Flex | 16 | Lower the target's Dexterity | 95 |
Feathery-tornado projectiles Wind-elemental damage Deals 20% additional damage against Flying units | |
Emperor's Scepter | 17 | 20% Stagger on hit | 100 |
'Dust' projectiles Deals full damage against Melee units | |
Spirit Warder | 20 |
55% Flinch on hit (80% on Blood and Aether-type enemies) |
130 |
Orb-ghastly projectiles Aether-elemental damage Guarantees Drop when used to kill a Blood-type enemy |
Charge[]
Charge-Wands are generally the strongest Wand-type there is. They does not release any energy when swung. The must be charged so that the energy can be emitted. Upon stopping on the charge-up, the energy will be shoot. The velocity and power of the energy is greater based on how long the charge-up is. Charge-Wands homing capability is based on how great the projectile's velocity is. The greater the velocity, the weaker would its homing capability would be.
Name | Image | Attack | Effect | LP | Additional Info |
---|---|---|---|---|---|
Shocker | 3 | 50 | Plasma-bolt projectiles | ||
Vinus Wrap | 4 | 15% Flinch on hit | 35 | Amazon-elemental damage | |
Cable Wiyr | 5 | 50 | |||
Ivy Whip | 7 | 10% Irritation on hit | 55 | Amazon-elemental damage | |
Chained Whip | 8 | 55 | |||
Stinger Coil | 11 | 10% Poison on hit | 70 | ||
Fernroll | 12 | Lower the target's Focus | 70 | Amazon-elemental damage | |
Silvertongue | 15 | 80 |
Increases 10% chance to obtain loot Increases Gil obtain by 50% while increasing their minimum amount by 50% average | ||
Ahriman's Tongue | 17 | 20% Flinch on hit | 75 | Increases 15 Dexterity on equip | |
Executioneer's Whip | 19 | 50% Downed on hit (No effect on Undeads) | 80 | Dark-elemental damage | |
Chimera Tail | 23 | 30% Venom on hit | 90 | Increases 10 Dexterity on equip | |
Orochi Heads | 20 | 40% Venom on hit (No effect on Yamis) | 100 | Barage Damage |
Loader[]
Loaders are capable of releasing out energy in either a machinegun-like shots or simultaneous spew of projectiles like shotguns. When aiming, the player can either push the attack button repetitively for the machinegun shooting, or charge-up the Wand for shotgun shooting. All Loader-Wands have different numbers of orbs. Each orbs takes approximately 2.5 seconds to reload its energy. Loader-Wands have the weakest homing capability amongst the three types.