Atlyss Weapons Guide

Overview of Atlyss Weapons System

Atlyss weapons are categorized into seven types: Melee, Heavy Melee, Polearms, Scepters, Bells, Katars, and Ranged. Unlike armor, weapon types in Atlyss are not restricted to specific classes and can be equipped by any character that meets the required level.

Players can equip up to two Atlyss weapons simultaneously, but only the weapon currently held will provide bonus stats. Players can switch between their equipped weapons at any time using the Quickswap Weapon key (default Q).

Some weapon types (Heavy Melee, Polearms, Bells, Katars, and Ranged) require both hands, preventing the use of a shield in the off-hand while wielding these weapons.

For more information on specific weapon mechanics, including damage scaling, masteries, and elemental damage, refer to the Game Mechanics page.

Atlyss Weapon Categories

Iron Sword Melee Weapons

Atlyss melee weapons are one-handed strength weapons that scale with Attack Power and allow for the use of a shield. Basic attacks are quick and deal average damage, while the jumping attack is a diving slash.

Charged Attack: The user dashes forward while spinning the weapon in a circle, hitting multiple times.

Name LVL Rarity Element Base Damage Max Damage Power Threshold
Wood Sword 1 Common Normal 2 - 5 3 - 6 8
Slimecrust Blade 2 Common Normal 4 - 8 7 - 10 24
Crypt Blade 4 Common Shadow 4 - 11 7 - 13 24
Gilded Sword 5 Common Normal 5 - 12 6 - 17 16
Iron Sword 7 Common Normal 6 - 10 8 - 15 16
Demicrypt Blade 8 Common Shadow 7 - 13 10 - 21 25
Dawn Mace 10 Common Normal 10 - 15 16 - 26 47
Rude Blade 10 Common Normal 8 - 16 13 - 28 40
Vile Blade 12 Rare Normal 14 - 19 24 - 35 79
Nethercrypt Blade 13 Common Shadow 12 - 18 21 - 35 71
Mithril Sword 15 Common Normal 14 - 18 26 - 37 94
Serrated Blade 17 Common Normal 16 - 23 31 - 45 118
Coldgeist Blade 17 Rare Water 19 - 23 37 - 50 141

Iron Axehammer Heavy Melee Weapons

Atlyss heavy melee weapons are two-handed strength weapons that scale with Attack Power. They typically deal the highest base damage among weapon types but have a slower attack speed. The jumping attack dives forward and smashes the ground.

Charged Attack: After a brief moment, the user slams their weapon into the ground, causing massive damage in a large area.

Name LVL Rarity Element Base Damage Max Damage Power Threshold
Wood Hammer 1 Common Normal 5 - 9 9 - 11 32
Mini Geist Scythe 4 Common Normal 8 - 14 14 - 17 47
Slimek Axehammer 5 Common Normal 11 - 14 15 - 20 32
Iron Axehammer 7 Common Normal 11 - 16 16 - 25 40
Geist Scythe 9 Rare Normal 12 - 19 18 - 32 47
Crypt Pounder 10 Rare Shadow 15 - 20 24 - 35 71
Stone Greatblade 10 Common Normal 13 - 17 21 - 30 63
Poltergeist Scythe 14 Rare Shadow 18 - 25 32 - 50 110
Mithril Greatsword 15 Common Normal 19 - 22 32 - 43 102
Deadwood Axe 16 Common Normal 23 - 29 32 - 48 71
Coldgeist Punisher 17 Rare Water 26 - 32 40 - 63 110
Quake Pummeler 20 Rare Earth 34 - 42 48 - 70 110

Iron Spear Polearm

Polearms are two-handed strength weapons that scale with Attack Power. They have slightly lower damage and attack speed compared to average, but boast the longest reach among melee weapons. Each basic attack delivers two hits: one for full damage and one for reduced damage. The jumping attack is a diving stab, followed by a backward hop.

Charged Attack: The user dashes forward, piercing through all enemies in their path, hitting multiple times, especially at the end of the attack.

Name LVL Rarity Element Base Damage Max Damage Power Threshold
Wood Spear 4 Common Normal 3 - 10 5 - 12 16
Iron Spear 7 Common Normal 5 - 12 7 - 19 22
Cryptsinge Halberd 8 Common Normal 6 - 12 9 - 19 24
Mekspear 10 Common Normal 8 - 16 13 - 28 40
Sinner Bardiche 10 Rare Normal 8 - 17 13 - 30 41
Necroroyal Halberd 15 Common Normal 10 - 19 18 - 39 63
Mithril Halberd 17 Common Normal 11 - 21 21 - 46 79
Ragespear 17 Rare Normal 20 - 25 39 - 55 149
Serrated Spear 18 Common Normal 18 - 27 34 - 50 125

Marrow Bauble Scepter

Scepters are one-handed mind weapons that allow the use of a shield. They deal magic damage and scale with magic power. Their basic attack is a ranged projectile, enabling the user to maintain distance in combat. Many scepters also feature elemental damage effects.

Charged Attack: The user fires a significantly larger projectile that lingers, damaging enemies that come into contact with it. The nature of the projectile varies depending on the specific Scepter.

Name LVL Rarity Element Base Damage Max Damage Power Threshold
Wood Scepter 1 Common Normal 2 - 5 3 - 6 8
Splitbark Scepter 3 Common Normal 3 - 9 5 - 11 16
Marrow Bauble 6 Common Shadow 5 - 11 7 - 16 16
Iron Scepter 7 Common Normal 6 - 14 8 - 22 25
Demicrypt Bauble 8 Common Shadow 6 - 14 9 - 23 29
Cryo Cane 10 Common Water 8 - 14 13 - 24 40
Slime Diva Baton 10 Rare Shadow 9 - 14 14 - 24 40
Pyre Cane 12 Common Fire 9 - 13 15 - 24 47
Wizwand 13 Common Normal 13 - 17 23 - 33 79
Nethercrypt Bauble 14 Common Shadow 11 - 18 20 - 36 71
Mithril Scepter 15 Common Normal 12 - 20 22 - 41 79
Aquapetal Staff 18 Common Water 15 - 21 30 - 47 118
Flamepetal Staff 18 Common Fire 12 - 24 24 - 54 94

Iron Bell Bell

Bells are two-handed mind weapons that deal magic damage and scale with magic power. Although they are slow, the projectiles they launch can hit enemies multiple times. The jumping attack quickly launches a projectile in the direction the user is facing, pushing the user slightly in the opposite direction.

Charged Attack: The user either spins around, creating a lingering circle that damages enemies multiple times, or launches a unique bell projectile. The nature of the projectile varies depending on the Bell.

Name LVL Rarity Element Base Damage Max Damage Power Threshold
Wooden Bell 5 Common Normal 6 - 10 8 - 14 16
Iron Bell 8 Common Normal 9 - 15 13 - 24 32
Cryptcall Bell 10 Common Shadow 10 - 17 16 - 30 47
Mithril Bell 16 Common Normal 13 - 20 24 - 42 86
Coldgeist Frostcaller 18 Rare Water 19 - 25 34 - 49 118
Colossus Tone 20 Rare Earth 28 - 34 41 - 68 107

Iron Katars Katar

Katars are two-handed dexterity weapons that scale with Dex Power. They attack rapidly but typically deal lower damage per strike. The jump attack propels the user forward, piercing through enemies and delivering a quick slash upon landing.

Charged Attack: The user unleashes a flurry of rapid strikes in a small radius, hitting a total of six times.

Name LVL Rarity Element Base Damage Max Damage Power Threshold
Wood Daggers 1 Common Normal 1 - 4 1 - 5 4
Slimecrust Katars 3 Common Normal 2 - 5 3 - 6 8
Slimek Shivs 5 Common Normal 4 - 10 5 - 14 13
Deathgel Shivs 6 Common Normal 4 - 15 5 - 22 22
Iron Katars 7 Common Normal 7 - 13 10 - 20 24
Runic Katars 10 Rare Normal 9 - 15 14 - 26 40
Geistlord Claws 12 Rare Shadow 12 - 17 20 - 32 63
Hellsludge Shivs 14 Common Fire 13 - 16 23 - 32 79
Mithril Katars 15 Common Normal 14 - 17 26 - 35 94
Serrated Knuckles 17 Common Normal 15 - 22 29 - 48 110
Frostbite Claws 18 Rare Water 13 - 25 27 - 46 110
Golemfist Katars 21 Rare Earth 20 - 31 38 - 52 141

Iron Bow Ranged

Ranged weapons are two-handed dexterity weapons that scale with Dex Power. As the name implies, they fire projectiles, enabling the user to attack from a distance.

Charged Attack: The user fires four arrows in rapid succession.

Name LVL Rarity Element Base Damage Max Damage Power Threshold
Wooden Bow 1 Common Normal 3 - 6 5 - 7 16
Crypt Bow 4 Common Normal 4 - 9 7 - 11 24
Demicrypt Bow 7 Common Normal 4 - 11 5 - 17 19
Iron Bow 7 Common Normal 5 - 10 7 - 15 16
Mekspike Bow 8 Common Normal 7 - 12 10 - 19 24
Menace Bow 12 Rare Air 9 - 17 15 - 32 47
Petrified Bow 13 Rare Shadow 12 - 18 21 - 35 71
Necroroyal Bow 14 Common Normal 14 - 20 25 - 40 86
Mithril Bow 15 Common Normal 16 - 19 29 - 39 102
Serrated Longbow 17 Common Normal 19 - 24 30 - 46 86
Coldgeist Bow 18 Rare Water 20 - 26 34 - 50 110