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If you are an artist interested in working on this project, please feel free to email me. I am looking for a pixel artist as well as a 2D character designer for portraits.

Some of the images used as placeholder art are copyrighted by their respective owner, Square Enix. These resources include custom sprites by the artists at Other resources seen are either created by myself or are credited to their respective owners on the Credits page.

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Dusk Tactics, source code, media and information on this website are all copyright ©2014-2020 Louis Agoglia unless otherwise noted.



See: Equipment

Weapons are sub-classes of Equipment. They are defined as Equipment that can be Wielded in the Main Hand slot, Off-Hand slot, or both slots.

There are currently more than 25 different Weapon Classes, and obviously these Weapon Classes have a number of Weapons in them. Basically, that's a lot of Weapons. While I may size down the amount of Weapon Classes and Weapons, the idea is that on a Job to Job basis, a unit will only have access to a handful of weapons.

Jobs will specialize in a number of Weapon Classes, and may have abilities and passives that enhance the use of these weapons. This also means most Jobs will not be able to use the majority of weapons, so trying out different Jobs on your units will be that much more important.

The weapon type will determine if the weapon is Ranged or Melee, 1 Handed or 2 Handed, and other specifics.

Weapon Class

The latest update has the Weapon Class count at 27, we are still trying to get this number down. For certain classes like Cards, Fans, Instruments these might be moved into a seperate Special Class. Cannon has once again been removed as I feel weapons of that class can go into the Rifle class, which may be renamed to Large Arms or something to that effect. Lastly, Longswords will have to either be removed and merged with Swords or renamed. The idea behind having a category for Longswords is to have a special type of Sword like Knightswords. They would be special weapons that are similar to Swords, but are wielded in a different way and by different jobs.

Current Weapon Classes

The twenty weapon classes that will be available in the alpha (this number may continue to drop).

Axe1) 1 HandedMelee
Bow 2 HandedRanged
Crossbow 1 HandedRangedEight+
Dagger 1 HandedMelee
Fist2) 2 HandedMelee
Flail 1 HandedMeleeEight
Foil3) 1 HandedMelee
Greataxe 2 HandedMelee
Greatbow4) 2 HandedRanged
Greatsword 2 HandedMelee
Longsword 1 HandedMeleeSpecial
Mace 1 HandedMelee
Pistol5) 1 HandedRangedFour
Polearm 2 HandedMeleeTwo
Sabre 6) 1 HandedMelee
Staff 2 HandedMelee
Sword 1 HandedMelee
Thrown 1 HandedRangedEight
Tome 2 HandedSpecial
Whip 1 HandedMeleeTwo
Wand 1 HandedRangedFour

Next Generation Weapon Classes

Eight weapon classes that have been removed for now, but will be added at a later date.

Card 1 HandedSpecial
Fan 1 HandedMeleeTwo
Instrument 2 HandedSpecial
Katana 2 HandedMelee
Hammer 2 HandedMelee
Rifle7) 2 HandedRangedFour+
Scythe 2 HandedMeleeEight

After sizing down the amount of weapon classes to 20, the remaining eight have been added to the “to be added” list. This means for the sake of completing a playable alpha demo, these eight weapons will not be ready at release and will not be supported until after alpha.

Removed Weapon Classes

In order to keep a record of changes, I have added a list of items that have been outright removed during development. Items that simply underwent a name change are still on the above list and the name change is noted.

Weapon ClassWeapon Type
Bomb 1H Ranged
Cannon 2H Ranged
Club 1H Melee
Knife 1H Melee
Nunchaku 2H Melee Eight
Rod 1H Melee
Short Sword 1H Melee
Spear 1H Melee Two

Weapon Type

One of the many attributes of a Weapon is the Weapon Type. This is where we define exactly how the weapon is used. This delves deeper than simply Melee or Ranged. It also defines in-between categories, such as a Melee weapon that can attack two spaces in each direction such as a Lance. When trying to setup a good enumeration for types, I decided it best to combine the handedness of the weapon with it's respective range.

There's some terminology here that requires more explanation. Melee and Ranged are known to be simply being able to attack adjacent tiles only versus being able to attack tiles within a given range around the unit. However some weapons work a bit different, so we have different types of Melee and Ranged. In the diagrams below, the blue tile represents the attacking unit's position and the red tiles represent possible attack targets.


Four possible targets, one in each direction. All of the tiles are adjacent to the attacking unit's tile.

Melee Two

Four sets of two possible targets. You can strike a maximum of two targets with this type of Melee attack. Similar to Melee as it includes the basic four but adds an extra tile in each direction. Not every target tile is adjacent to the attacking unit's tile.

Melee Eight
Eight possible targets, one in each direction including the diagonals. This allows an attack to target any tile in a circle around the attacking unit. All the targets are still technically in Melee range.

This is the basic ranged attack type, it will often have both a minimum and maximum range. To the left you'll see the ranged attack area for a minimum of 2 and a maximum of 3. If it had no minimum range, the four empty areas near the blue square would be included as targets. Attacks of this type often have a projectile, such as an arrow, which follows a parabolic curve.

Ranged Four
This form of ranged attack is almost always used with projectiles that are fired in a straight line. Both ranged types rely on Line of Sight (LoS). Direct is more strict as the attack will hit the first thing in it's path, so you need to have a clear shot.
Ranged Four+
These attacks will do the same as ranged direct but will continue damaging until it reaches the maximum range.

Ranged Eight
Similar to Melee Eight, this incorporates the Ranged Direct style but allows for straight attacks in eight directions. The image does not display it, but the extra directions go on for the same amount of tiles as the normal directions.
Ranged Eight+
Same as Ranged Direct Four+ except in 8 directions.

See the following categories for more info.

One Handed Melee

A single handed weapon that attacks one space in any of the four cardinal directions.

Two Handed Melee

A single handed weapon that attacks one space in any of the four cardinal directions.

One Handed Melee Two

Now this is similar to One Handed Melee, however it uses the “Melee Two” rule-set which is two spaces in any of the four cardinal directions instead of just one. It's still considered Melee as the nearby melee area is simply expanded into two square tiles instead of a single square tile. Attacks from these weapon types will always strike both spaces, even if one of them is empty.

Two Handed Melee Two

A two-handed version of the above One Handed Melee Two. Attacks two spaces in each direction.

One Handed Melee Eight

One Handed Melee 1 tile 8-directional

Two Handed Melee Eight

Two Handed Melee 1 tile 8-directional

One Handed Ranged

Single handed weapon that attacks any space within the defined range. Some of these may have minimum range restrictions and will not be able to attack adjacent tiles.

Two Handed Ranged

Larger, two-handed ranged weaponry.

One Handed Special

A one handed weapon with a unique way of attacking. An example could be a weapon that somehow targets every tile, or a weapon that can only attack the person who is attacking!

Two Handed Special

Same as the last type, only taking up two-hands.

Update: Changed from Handaxes 5/27/13
Update: Changed from Knuckle 5/27/13
Update: Changed from Rapier Jan. 2018
Update: Changed from Longbow Jan. 2018
Update: Changed from Flintlock Jan. 2018
Update: Changed from Scimitar 9/2018
Update: Changed from Fusil Jan. 2018
item/weapons.txt · Last modified: 2020/02/24 15:35 by lou