Short Sword/ Long Sword
Gauntlets
Gloves and Wires
Gun/ Rifle
Bow and Arrow
Pilgrim's Staff/ Quarter staff:
P Deflect all, at the cost of 1 stamina the wielder has a chance to block an attack and reduce damage to zero. ((plus 2 to dodge rate))
P Impact +2 Damage when not blocked/buffed
QCritical hit Each unblocked/buffed hit doubles in damage.
Q Blocked -1/2 damage to enemy attack
Mace/ ball and chain:
M&Bc Blunt force, +2 total damage if blocked/buffed
M Melee Blocked, -1/2 damage to enemy melee attack
Bc Lashing, +1 range, unblocked hits will deal +1 damage stacking
Shield/ katar:
S&K Block All, 1/2 damage received if successful
S Reflect damage, with .5 MP reflect blocked damage to selected forward target within1/2 range (minimum of 1) ((this skill will probably need to be limited to people who either get to 30 or 50 points))
K Cutting, +1 damage for each consecutive hit, resets if blocked
Phantom Core: melee summon/ caster summon
Rapier/ katana:
Lance/ Spear:
L&S Stabbing - Does 1/4 total damage even if buffed/blocked to 0
S Critical hit Each unblocked/buffed hit doubles in damage.
L Impact +2 Damage when not blocked/buffed ((since the lance wouldnt actually do more damage than the spear when unblocked should Impact be allowed for open start skill?))
Scepter: it is a Nen'i type weapon and for casting spells but should we have the kei darts still use stamina or have the staff reduce the cost of abilities ((and possibly add range)) as the skills go up?