From Terrasphere
Mastery
Standard
Energy
Range
Range
- Damage
- Disruption
Awakened
Energy
Range
Range
- Magic
- Support
- Threat
Skill Examples
| Break | These skills are especially good at breaking solid objects. |
| Disrupt | These skills excel at interrupting opponents or stunning them. |
| Support | (Awakened) These spells give the user access to all support spells including though they have a holy theme. These spells can only be used at up close or on the user themselves. |
| Buff | (Awakened) These spells imbue the weapon with holy magic, which makes it glow a certain color and allows them to hit harder. |
| Aura | (Awakened) These spells allow the user to attract the attention of the opponents through a threatening aura, essentially taunting their target into attacking them. |
Weapons
| Hammer | (One-handed) Strong smashing power. |
| Mace | (One-handed) Strong crushing power. |
| Flail | (One-handed) The chain part of the flail can sometimes have a head like a spiky ball to cause extra damage. |
| Great Hammer | (Two-handed) Higher reach and power than regular hammers, but is unwieldy. It favors smashing attacks. |
| Great Mace | (Two-handed) Higher reach and power than regular maces, but is unwieldy. It favors crushing attacks. |
| Great Flail | (Two-handed) Higher reach and power than regular flails, but is unwieldy. It favors trauma-causing attacks. |
| Warhammer | (Two-handed) The warhammer offers long reach with devastating blows, but is hard to fight with up close. |
| Staff | (Two-handed) Unlike other bludgeon weapons, staff is faster in speed, but lack the capability to deal with heavy armor or solid materials. |





