Weapon Skills
Every class has a proficiency rank for each weapon type it can use. Rank determines the maximum skill level achievable with that weapon type and reflects how naturally suited the class is to it. Weapon skill grows through use and provides passive combat bonuses.
Proficiency Ranks
| Rank | Name | Skill Cap | Max ACC Bonus | Max DMG Bonus |
|---|---|---|---|---|
| A | Master | 500 | +10% | +20% |
| B | Expert | 400 | +8% | +16% |
| C | Adept | 300 | +6% | +12% |
| D | Apprentice | 200 | +4% | +8% |
| E | Novice | 100 | +2% | +4% |
| S | Highmaster | 625 | +10% | +21% |
| S* | Archmaster | 781 | +11% | +22% |
| S** | Exemplar | 977 | +12% | +24% |
| S*** | Luminary | 1221 | +13% | +27% |
| S**** | Apotheon | 1526 | +15% | +30% |
Up to skill 500, bonuses scale evenly: Accuracy gains +1% per 50 skill, Damage +1% per 25. Past 500 the curve flattens to a quarter of that rate — +1% Accuracy per 200 skill and +1% Damage per 100. The ranks beyond Master are a long climb for a small stat gain; what they really buy is the artes.
Training Past Your Rank
A rank is a ceiling, not a verdict. Once a weapon's skill sits at its cap, any Weapon Trainer — one waits at every quest board — will raise that ceiling. The price is that you begin the climb again.
- Bring the weapon. The trainer will only work on what you are holding.
- Pass the trial. Fell a number of foes worth fighting — at least 60% of your own level — with that weapon in hand. Each promotion asks for more than the last.
- From its highest ceiling. Skill and promotions belong to the weapon, not to a class: the trainer raises a weapon only once its skill reaches the highest cap it has across all your classes. A Great Sword trained as a Gladiator to its S ceiling of 625 is not ready at a class whose ceiling for it is 500 — the promotion would lift every class, so it is earned where the weapon climbs highest.
- Your skill returns to zero and your rank rises one step.
- Every arte you have already learned stays yours. The reset never takes back a technique you earned.
Promotion follows your own ladder rather than a shared one. A class that begins a weapon at Master reaches Highmaster with a single promotion; a class that begins at Apprentice has further to walk. Your class decides where you start, not where you can finish.
Each rank past Master also opens one new weapon arte, earned near the top of that rank's own climb — the last thing you learn before the next promotion.
Gaining Skill XP
Every successful hit with a weapon awards XP toward that weapon type's skill:
- Normal hit — 10 XP
- Critical hit — 20 XP
XP required per level = 10 + current skill level. Low levels advance quickly; nearing the cap requires sustained effort. Each skill level is individual — your Sword skill and your Dagger skill grow and are capped independently.
Viewing Your Skills
Open the ⚔ Skills entry on the Character ▾ dropdown in the top nav to open the Weapon Skills panel. It shows every weapon type your class has proficiency in, with your current skill level, XP progress bar, rank badge, and current accuracy and damage bonuses.
Class Proficiency Table
Only weapon types listed here can be equipped by that class. Blank cells mean the class cannot equip that weapon type at all.
| Weapon Type | Fighter | Gladiator ◆ | Lancer ◆ | Rogue | Pugilist ◆ | Archer ◆ | Magician | Warlock ◆ | Paladin ◆ | Tamer ◆ | DK ◆ | Necro ◆ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sword | A | B | D | C | — | D | — | — | A | — | B | — |
| Dagger | C | — | — | A | C | B | E | D | — | — | C | B |
| Club | — | — | — | — | — | — | A | C | A | — | — | C |
| Hand Axe | A | C | E | — | D | — | — | — | — | — | B | — |
| Great Sword | B | A | — | — | — | — | — | — | D | — | A | — |
| Great Axe | B | A | — | — | — | — | — | — | — | — | — | — |
| Bow | — | — | — | B | — | A | — | — | — | — | — | — |
| Staff | — | — | — | — | — | — | C | A | — | C | — | A |
| Knuckles | — | — | — | D | A | — | — | — | — | — | — | — |
| Spear | D | D | A | — | — | — | — | — | C | — | D | — |
| Whip | — | — | — | — | — | — | — | — | — | A | — | — |
◆ Advanced class — not available at character creation; unlocked at level 100 via quest. Death Knight (DK) primary weapon: Great Sword. Necromancer (Necro) primary weapon: Staff.
Version 2.0 Classes
The Minstrel and Hexblade bring two signature weapon types of their own — the Harp and the Crystal Blade — which no other class can wield:
| Weapon Type | Minstrel ◆ | Hexblade ◆ |
|---|---|---|
| Harp | A | — |
| Crystal Blade | — | A |
| Sword | — | B |
| Dagger | C | C |
| Club | D | — |
| Great Sword | — | D |
Mimic & Runesmith
The two newest classes carry their own proficiencies: the Mimic wields the Echo Shard (A) with Dagger (C) and Wand (D); the Runesmith swings the Rune Hammer (A) with Mace (C) and Dagger (D). (The Tamer, incidentally, holds an E in Dagger — older copies of the grid show that cell blank.)
Skypirate & Astromancer
The Sky classes carry their own proficiencies: the Skypirate fires the Flintlock (A) with Sword (B) and Dagger (C); the Astromancer reads the Astrolabe (A) with Staff (B) and Wand (C).