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Weapons will exist in many different qualities and capabilities as they are crafted from components with different attributes and materials, so every weapon is unique and can be upgraded by the player (this also applies to armour).
[1] Gun Blade
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Close range and melee
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“Fighter skills”.Focus is on short range combat.
Ranged: pistol
Melee: sword
Defence: shield
Special: cutting/prising/breaking things open
Attributes: SEN/POW - powerful melee
[2] Machine Bow
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Ranged attacks
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“Ranger skills”. Focus is on long range combat.
Ranged: bow
Melee: axe
Defence: deflect
Special: long range activation
Attributes: CYB/TEC - fast ranged
[3] Power Staff
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AOE attacks
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“Cleric skills”. Focus is on AOE and indirect combat.
Ranged: grenade launcher
Melee: spear
DefenceDefense: shell
Special: powering equipment
Attributes: SYN/MEC - defencedefense
[4] Rip Claw
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Support
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“Rogue skills”. Focus is on stealing and support combat.
Ranged: hookshot “hookshot” – barriers and glowstone Glowstone removal
Melee: claws
DefenceDefense: catch/reflect
Special: hacking/trap removal/door opening
Attributes: BIO/AUG - overdrive
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Holdaran
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Armor
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There are 4 armour armor slots on a Holdaran:
Helm - head
Chestplate - body
Gauntlets - arms
Greaves - legs
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Armor Attributes
Each piece of armour armor has the following attributes:
Armour Armor Value - the amount of Physical Damage the armour armor will absorb
Elemental Alignment - Pyro etc
Elemental Strength - AV resistance to elemental attacks of closely aligned types
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Armour Value - sum of the AV of all the equipped armour
Elemental Alignment - average of the elemental alignment values weighted by their elemental strength
Elemental Strength - average of the elemental strengths
Halo Effects
As Holdaran armour armor is an elemental energy field rather than just a physical barrier, it can provide Overdrive Actions. These are generally AOE effects that are offensive attacks, defensive shields, or buffs/support actions (e.g. energy transfer) to other Holdarans within the AOE area for the duration of the action.
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