Sharpness
Every single blademaster weapon has a set sharpness to it. Sharpness is how sharp the weapon is, the higher the sharpness, the higher ranked monsters it will be able to cut, if it is to low, it will bounce off of their hard skin. Sharpness is set from 25-1000, the higher it is, the more damage it will do as well. As you attack, the sharpness will lower, soon to turn dull. If it gets to dull, you will have to sharpen it quickly with a portable whetstone, which will max its sharpness back out.
HR 1-2: 25-200
HR 3-4: 25-400
HR 5-6: 25-600
HR 7-10: 25-1000
Rarity
The weapons Rarity is also like how much it is worth, weapons with high rarity are often expensive, and have good sharpness and attack. Rarity is set from 1-10.
Weapons Rarity. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10.
HR 1-2: 1-3 Rarity
HR 3-4: 4-6 Rarity
HR 5-6: 5-7 Rarity
HR 7-10: 8-10 Rarity
Weapon Information
Sword And Shield:
The Sword and Shield, also known as SnS are the most original weapon. These weapons are small and are accompanied by a shield that allows you to block against most attacks. It is possible to use items while the SNS is drawn. Although causing a small amount of damage compared to most weapons, they are very fast and easy to travel with. Many SnSs are infused with status effects (poison, stun, sleep, fire, etc...) that make up for their low attack. When another blade is used in place of a shield, the combination is called Dual Swords.
Dual Swords:
Dual Swords, often shortened to DS, are two swords that move with great speed in combos. Dual Swords have the ability to go into a "'Demonization Mode" which cause the blades to form a red aura around them and allow the user to strike with even greater speed and deal a lot of damage in a short time. Demonization also makes it so the user is not effected by wind pressure, but the weapon will still bounce while in this state. The base advantage of the Dual Swords, is the speed and maneuverability of a SnS, complete with the status ailment advantages, simply multiplied by two, but with the obvious disadvantage of being completely unable to block. Please note that due to the high rate of attack, that sharpness is also lost quickly. It is therefore imperative for a Dual Sword user to have a good supply of whetstones on hand at all times.
Great Sword:
Great Sword, also known as GS are large, slow weapons. They have three main attacks: the sideswipe, the upswing, and the downstrike. Hitting a monster with the middle of the blade, also known as the sweet spot, causes a damage bonus. They have a charge attack, that takes a long while to activate, with three levels of charge denoting the power thereof, which causes the most raw damage out of any single attack. It is also known that releasing the attack approximately halfway between the second and third level of charge will cause the third level to instantly activate, which can drastically improve the effectiveness of the strike. They now have a sub-category of weapons known as the Tachi, or Long Sword.
Tachi:
Long Swords, also called LS or "Tachi", are long, slender blades that move very quick. A gauge fills in power over several strikes in quick succession, and when full, the hunter can activate a Spirit Combo, a frightening boost of 120 to the power your chain of already fast combo attacks. Alternately, the gauge may be left full for an attack bonus and making any other attack less likely to bounce off the target. However, because of their fragile nature, they lack the ability to block like a GS, so players may need to be otherwise more careful around the much faster monsters. Long Swords typically have great handling and allow the hunter to maneuver comfortably.
Lance:
Lances are long weapons that can strike from a distance. The lance is always accompanied by a large shield which generally grants a powerful defense against most attacks. Although slow and difficult to travel with, the weapon's damage output can be impressive. Lances have different moves, such as the upstab, pierce, and jousting attack. Along with the SnS, lances are one of the only weapons that can attack and block at the same time. They have a sub-category of weapons known as the Gunlance. Lances also add 1+ damage because of their naturally piercing attacks.
Gun Lance:
Gunlances, also known as GL, are long, piercing weapons with a mechanism inside which can fire a blank round. Unlike Bowguns, the Gunlance cannot fire over distances; the Shelling ability can only be used from close range. The use of the weapon is largely the same as the original Lance. Like ranged weapons, Gunlances take ammo. They are able to charge up, indicated by the radiating energy at the tip of the lance, and dish out a strong explosive attack referred to as Wyvern's Fire.
Hammer:
Hammers are large, heavy weapons which are capable of dealing the most raw damage in a single true combo. Their tremendous size only slightly hinders mobility, but the player is still able to run pretty fast with them, unlike the Great Sword and Lance. These fierce weapons have several moves: a simple pound and a related combo, a "golf" swing, a revolving spin, and a charge-up attack that crushes anything it connects with. Hammers now have the ability to daze its opponents after hitting a target on the head several times.
Hunting Horn:
Hunting Horns are weapons that are mildly different from Hammers in attacking and appearance. Hunting Horns act as large instruments in that they are hollowed-out inside and have an opening that allows the hunter to play different musical notes. These musical notes have different benefits, such as increasing different stats. Like attack/defense boosts, elemental resistance up and Poison Negated. You will even be able to run with these as fast as the SNS after playing some notes. The effects are only temporary. These beneficial upgrades not only affect you, but the hunters you are with. The hunting horn is a very useful weapon when used in groups.
Every single blademaster weapon has a set sharpness to it. Sharpness is how sharp the weapon is, the higher the sharpness, the higher ranked monsters it will be able to cut, if it is to low, it will bounce off of their hard skin. Sharpness is set from 25-1000, the higher it is, the more damage it will do as well. As you attack, the sharpness will lower, soon to turn dull. If it gets to dull, you will have to sharpen it quickly with a portable whetstone, which will max its sharpness back out.
HR 1-2: 25-200
HR 3-4: 25-400
HR 5-6: 25-600
HR 7-10: 25-1000
Rarity
The weapons Rarity is also like how much it is worth, weapons with high rarity are often expensive, and have good sharpness and attack. Rarity is set from 1-10.
Weapons Rarity. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10.
HR 1-2: 1-3 Rarity
HR 3-4: 4-6 Rarity
HR 5-6: 5-7 Rarity
HR 7-10: 8-10 Rarity
Weapon Information
Sword And Shield:
The Sword and Shield, also known as SnS are the most original weapon. These weapons are small and are accompanied by a shield that allows you to block against most attacks. It is possible to use items while the SNS is drawn. Although causing a small amount of damage compared to most weapons, they are very fast and easy to travel with. Many SnSs are infused with status effects (poison, stun, sleep, fire, etc...) that make up for their low attack. When another blade is used in place of a shield, the combination is called Dual Swords.
Dual Swords:
Dual Swords, often shortened to DS, are two swords that move with great speed in combos. Dual Swords have the ability to go into a "'Demonization Mode" which cause the blades to form a red aura around them and allow the user to strike with even greater speed and deal a lot of damage in a short time. Demonization also makes it so the user is not effected by wind pressure, but the weapon will still bounce while in this state. The base advantage of the Dual Swords, is the speed and maneuverability of a SnS, complete with the status ailment advantages, simply multiplied by two, but with the obvious disadvantage of being completely unable to block. Please note that due to the high rate of attack, that sharpness is also lost quickly. It is therefore imperative for a Dual Sword user to have a good supply of whetstones on hand at all times.
Great Sword:
Great Sword, also known as GS are large, slow weapons. They have three main attacks: the sideswipe, the upswing, and the downstrike. Hitting a monster with the middle of the blade, also known as the sweet spot, causes a damage bonus. They have a charge attack, that takes a long while to activate, with three levels of charge denoting the power thereof, which causes the most raw damage out of any single attack. It is also known that releasing the attack approximately halfway between the second and third level of charge will cause the third level to instantly activate, which can drastically improve the effectiveness of the strike. They now have a sub-category of weapons known as the Tachi, or Long Sword.
Tachi:
Long Swords, also called LS or "Tachi", are long, slender blades that move very quick. A gauge fills in power over several strikes in quick succession, and when full, the hunter can activate a Spirit Combo, a frightening boost of 120 to the power your chain of already fast combo attacks. Alternately, the gauge may be left full for an attack bonus and making any other attack less likely to bounce off the target. However, because of their fragile nature, they lack the ability to block like a GS, so players may need to be otherwise more careful around the much faster monsters. Long Swords typically have great handling and allow the hunter to maneuver comfortably.
Lance:
Lances are long weapons that can strike from a distance. The lance is always accompanied by a large shield which generally grants a powerful defense against most attacks. Although slow and difficult to travel with, the weapon's damage output can be impressive. Lances have different moves, such as the upstab, pierce, and jousting attack. Along with the SnS, lances are one of the only weapons that can attack and block at the same time. They have a sub-category of weapons known as the Gunlance. Lances also add 1+ damage because of their naturally piercing attacks.
Gun Lance:
Gunlances, also known as GL, are long, piercing weapons with a mechanism inside which can fire a blank round. Unlike Bowguns, the Gunlance cannot fire over distances; the Shelling ability can only be used from close range. The use of the weapon is largely the same as the original Lance. Like ranged weapons, Gunlances take ammo. They are able to charge up, indicated by the radiating energy at the tip of the lance, and dish out a strong explosive attack referred to as Wyvern's Fire.
Hammer:
Hammers are large, heavy weapons which are capable of dealing the most raw damage in a single true combo. Their tremendous size only slightly hinders mobility, but the player is still able to run pretty fast with them, unlike the Great Sword and Lance. These fierce weapons have several moves: a simple pound and a related combo, a "golf" swing, a revolving spin, and a charge-up attack that crushes anything it connects with. Hammers now have the ability to daze its opponents after hitting a target on the head several times.
Hunting Horn:
Hunting Horns are weapons that are mildly different from Hammers in attacking and appearance. Hunting Horns act as large instruments in that they are hollowed-out inside and have an opening that allows the hunter to play different musical notes. These musical notes have different benefits, such as increasing different stats. Like attack/defense boosts, elemental resistance up and Poison Negated. You will even be able to run with these as fast as the SNS after playing some notes. The effects are only temporary. These beneficial upgrades not only affect you, but the hunters you are with. The hunting horn is a very useful weapon when used in groups.