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⚔️Serberia

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#409
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Meanwhile, I decided to take a look at the other weapon branches that Revan kindly posted on the first page.

Sabre
+1 to Initiative
+3 to Movement Speed
+5 to Accuracy
+8 to Evasion
+1 to Attack
+5% to Universal Evasion

Resembles the Rapier, but better in defense and an order of magnitude worse in attack. Nevertheless, this branch cannot be called weak in any way, and it's arguably one of the best weapon types for a survival-oriented character.

Musket
+8 to Accuracy
+16% to Critical Strike Chance
+5 to Ranged Distance
-1 to Reload Time

Based on the bonus list, it's similar to the Crossbow, but slightly better. This is especially true considering that Revan's firearms tend to ignore armor without requiring any special skills. Nevertheless, without the exact musket stats on hand, it's hard to draw definitive conclusions. Most likely, it's a solid weapon for taking on tough and armored opponents.

Two-handed Sword
+2 to Might
+6 to Accuracy
+8 to Stamina
+5 to Evasion
+6 to Willpower
+50 to Health

A rather strange weapon; its overall bonuses are heavily defense-oriented, yet most of those defensive bonuses appear only at the highest tiers. The bonuses themselves aren't bad if you want all-around protection, though the bastard sword branch has nothing particularly special to offer. A choice for shield haters who love to tank.

Halberd
+10 to Stamina
+90 to Health
+1 to Attack Range
+6 to Willpower

If you wear full plate and fit the archetype of a warrior accustomed to taking hits, this is a solid option. Paired with the bonuses of full plate, your chances of resisting negative effects should be quite respectable. However, in any other scenario, the spear branch appears more effective.

War Axe
+7 to Might
+5 to Accuracy
+1 to Movement Speed
+Bleeding
+3 to Evasion
+3 to Stamina
+1 to Attack

See this axe? Excellent melee weapon, especially for a character using a shield. Here you have damage, accuracy, and even a way to bypass armor. Probably one of the best available options, without being overly skewed in any particular direction.

War Hammer
+140 to Health
+25% chance to deal double damage
+3 to Stamina
+3 to Willpower
+Paralysis

Weapon geared toward control and survivability for a tank. Unfortunately, the lack of accuracy or additional attack bonuses, combined with paralysis only being unlocked at the 10th mastery level, significantly hampers control capabilities and prevents the character from effectively utilizing this weapon trait. It only makes sense to pick up if you want massive HP and plan to abuse regeneration, or if you really love the saying about the hammer and anvil. True to the quote, though, the character will play the anvil, while other party members will take on the role of the hammer.

Morning Star
+7 to Accuracy
+7 to Might
+3 damage per point of Might
+5% to Critical Strike Chance
+50% Armor Penetration

A more stylish and effective mace, especially when paired with a shield. You won't be dealing absurdly insane damage with it, but it should be plenty enough on its own.

Staff
+5 to Evasion
+8 to Willpower
+8 to Stamina
+50 to Health
+50% Armor Penetration

Not a bad weapon for a mage, thanks to the abundance of defensive bonuses and the lack of accuracy perks. Only the 10th-tier armor penetration bonus looks odd, but spellcasters likely won't have enough experience points to reach that far anyway.

Pistol
+36% Critical Strike Chance
+8 to Accuracy

Previously, I called the Bow a direct upgrade to the Crossbow, but I was mistaken—the pistol is the crossbow's true direct upgrade. Even if pistols in this system lack full armor penetration, the bleed effects from critical hits are more than enough to handle armored enemies. Especially considering that the 10th mastery tier of full plate shouldn't help against them anyway.