Shotguns are Ranged Weapon in which are under the Mechanical Artillery type.
Shotgun are generally heavy and takes quite some time to reload. Their latency is short-average while range is medium. Shotguns can be used in melee combat effectively. Unlike other Mechanical Artillery weapons, to switch between Ranged mode and Melee mode with Shotguns are almost seamless, one could even Counterattack with it with proper timing.
Using Shotguns, one can perform various special moves with great extend and versatility. Shotguns have moves like:
Shoots 8 bullets consecutively three times. Low handling, lower handling with consecutiveness.
Shoots 8 bullets in a spray-like fashion. Decreased range, yet varied by the type of bullets used.
Swing and shoot horizontally to deal multiple blast at the shotgun's muzzle. Melee range, knock back foes.
Charge shotgun, shoots and then dodge roll/cartwheel/sommersault away from target.
Shoots a ricocheting bullet that ricochets at any hard surfaces. Using the Artillery RC, the ricocheting bullet always finds a foe to hit.
Shoots one or multiple bullets that penetrates a living object. Aether, Spatial or Blood property.
Shoots a elemental bullet. Available elemental shots for shotguns are:
- Searing Stone (Fire)
- Cold Icicle (Ice)
- Charged Marble (Lightning)
- Hard Rock (Earth)
- Cascade Peeble (Water)
- Silver Bullet (Holy)
- Sanguined Shell (Blood)
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.
Wands have three sub-types. They are Constant, Charge and Loader.
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.
|Fairy Wand||8||5% Confuse on hit||65||
Increase Spatial, Dimensional and Temporal-elemental damage dealt by 20% on equip
|Empyrean Wand||15||Lower the target's Resilience||90||
|Wing Flex||16||Lower the target's Dexterity||95||
Deals 20% additional damage against Flying units
|Emperor's Scepter||17||20% Stagger on hit||100||
Deals full damage against Melee units
55% Flinch on hit
(80% on Blood and Aether-type enemies)
Guarantees Drop when used to kill a Blood-type enemy
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.
|Vinus Wrap||4||15% Flinch on hit||35||Amazon-elemental damage|
|Ivy Whip||7||10% Irritation on hit||55||Amazon-elemental damage|
|Stinger Coil||11||10% Poison on hit||70|
|Fernroll||12||Lower the target's Focus||70||Amazon-elemental damage|
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|
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.