Weapons are pieces of equipment that fit in the weapon slot, often giving stat bonuses and/or penalties, and deciding most characteristics of melee attacks.
|Weapon Type||General Requirements||Specialty|
|Axe||Varied||Varied; associates with any element at any level.|
|Bow||Strength, Agility||Long ranged.|
|Dagger||Agility||High critical hit damage. Low AP cost.|
|Hammer||Strength, Intelligence||Area of Effect damage.|
|Shovel||Chance||High Water damage.|
|Staff||Intelligence||Limited Area of Effect damage.|
|Tool||Various other tools.|
|Wand||Intelligence, Agility||Short ranged. Lacks melee range. Low AP cost.|
|Tormentator||Special weapon that turns you into one of five Knight super-classes. Only attainable via special tokens.|
See also: Equipment
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Weapons in game come in a variety of types and sizes. Some are wielded, while others are thrown (e.g., throwing stars) or shot (e.g., arrows). Each character class in game can wield a weapon of some type, but no class can wield all weapons. Each class has an weapon type that would be considered typical.
Weapons are equipped in various slots, depending on their type:
Weapons can also be adorned with baubles that increase their effectiveness, their damage, their potency, and the deadliness of the character wielding them
Weapons are divided to different types, each requiring a different skill:
Fallout 3 retains all of these categories other than Throwing, discarding thrown knives and consolidating grenade use and Traps under the skill category of Explosives, allowing the player to use and disarm traps like the Bottlecap Mine.
A primary weapon is a piece of equipment used to deal damage. Depending on the weapon's details, it can be either melee or ranged, and deals one of various types of damage. The weapon's damage can be increased by a number of skills, including Smiting Prayers, Conjure Element skills, Preparations, and, for one effect, attack skills. The primary weapon is equipped in the character's right hand slot (sword background). Characters must equip a primary weapon in order to attack. A primary weapon can be customized in order to do more damage, but it will only be usable by that particular character (or that character's heroes).
A secondary weapon, also often referred to as "off-hand weapon/item", is an equipment that offers a supportive role in combat, often in the form of additional armor or energy. The secondary weapon is equipped in the character's left hand slot (shield background).
Certain types of weapons require two hands to wield. When equipped, the left hand slot will be darkened and have a red cross over it. A secondary weapon can still be equipped, but will have no effect whatsoever. Because equipped weapons do not take up space in the inventory, it is still recommended to equip a secondary weapon while wielding a two-handed primary weapon.
For details on how weapons inflict damage, see Damage.
For lists of available weapons, see Category:Weapons.
There are various ways to get a weapon in Guild Wars:
To equip a weapon, drag and drop it to its weapon slot or any background area in the inventory panel. Alternately, just double-click on the weapon. If another weapon was originally equipped in the same slot, the two weapons will be swapped.
To unequip a weapon, drag it from the weapon slot and drop it over an empty slot in the inventory or storage. In explorable areas and missions, weapon can be unequipped by directly dropping it on the ground too.
Up to four Weapon Sets are available to quickly change the weapons equipped.
Equipment in general cannot be equipped or changed during the activation of a skill or the swing of an attack. Attempt to equip/change equipment during said action will not be queued, and must be reattempted after the previous action was completed.
Every player can equip every weapon regardless of attribute levels.
Each kind of martial weapon is linked to a specific attribute, e.g. axes are linked to Axe Mastery. Increasing that attribute increases the damage dealt using that type of weapon as its inherent effect, see Damage calculation. Caster weapons have no such inherent damage modifying effect.
Most weapons have an attribute requirement to qualify for their stated base damage range; e.g. "Slashing Dmg: 7-19 (Requires 5 Axe Mastery)". If the character's rank in the required attribute does not meet the requirement, the equipment will function in one of two ways:
Only the damage range is attribute dependent; any mods on the weapon will still have their full stated effect regardless of your attribute rank.
Melee Weapon Comparison
|Profession||Weapon||Two-handed||Maximum Damage||Attack Interval||Other Properties|
|Assassin||Daggers||Yes||7-17||1.33 seconds1||2% double strike chance per rank of Dagger Mastery|
|Dervish||Scythe||Yes||9-41||1.75 seconds||hits up to 2 additional targets within adjacent range|
Ranged Weapon Comparison
|Profession||Weapon||Two-handed||Maximum Damage1||Refire Rate||Range2||Flight Time3||Arc Size||Other Properties|
|Ranger||Bow, Flatbow class||Yes||15-28||2.0 seconds||1.35||0.88 seconds||Large|
|Bow, Hornbow class||Yes||15-28||2.7 seconds||1.2||0.59 seconds||Normal||10% armor penetration|
|Bow, Longbow class||Yes||15-28||2.4 seconds||1.35||0.59 seconds||Normal|
|Bow, Recurve Bow class||Yes||15-28||2.4 seconds||1.2||0.40 seconds||Small|
|Bow, Shortbow class||Yes||15-28||2.0 seconds||1.0||0.59 seconds||Normal|
|Paragon||Spear||No||14-27||1.5 seconds||1.0||0.60 seconds||Small|
|Staff||Yes||11-22||1.75 seconds||1.2||unknown||Small||up to +10 energy,
halves spell recharge (10-20%),
no linked attack skills,
extremely low critical hit rate
|Wand||No||11-22||1.75 seconds||1.2||unknown||Small||no linked attack skills,
extremely low critical hit rate
|Attributes and Weapon Types|
Weapons are at the forefront of all Grand Theft Auto games. Ranging from a simple baseball bat to fishing knives to rocket-propelled grenades to vibrators, there are many different weapons throughout the series. This article mainly details weapons in the GTA III era and Grand Theft Auto IV.
In GTA San Andreas, you can increase your skill for a particular weapon by practicing, using the weapon either on a shooting range or on real targets. For each individual weapon you can achieve three skill-levels: Poor, Gangster and Hitman. On the Hitman skill level, you will be able to fire lighter weapons whilst walking, as well as being able to double-wield certain weapons (one in each hand).
Weapons can be obtained by 6 main means:
This is a list of weapons and weapon types in GTA III era games and GTA IV Era games. Not all of them are available in all games. They are grouped by the weapon slots from GTA San Andreas.
|Pistol||Glock 22, .40 S&W||GTA IV|
|Pistol||Glock 17, 9x19mm||GTA Liberty City Stories (only appears in cutscenes in GTA San Andreas)|
|Pistol||Beretta 92, 9x19mm||GTA Vice City Stories (the Inox version also appears, but only in cutscenes)|
|Pistol||M1911 A1, .45ACP||GTA III, GTA Vice City, GTA San Andreas, GTA Chinatown Wars|
|Pistol||Desert Eagle, .50AE/.357 Magnum (GTA IV)||GTA San Andreas, GTA IV (only appears in cutscenes in GTA Vice City)|
|Pistol||Colt Python, .357 Magnum||GTA Vice City, GTA Liberty City Stories, GTA Vice City Stories, GTA Chinatown Wars|
|Pistol||M1911 A1 Silenced, .45ACP||GTA San Andreas|
|Pistol||CZ 75, 9x19mm||GTA IV (The Lost and Damned)|
|Machine Pistol||Tec-9, 9x19mm||GTA Vice City, GTA San Andreas, GTA Liberty City Stories|
|Machine Pistol||Micro Uzi, 9x19mm||GTA III, GTA San Andreas, GTA IV|
|Machine Pistol||MAC-10, .45ACP||GTA Vice City, GTA Liberty City Stories|
|Machine Pistol||Silenced MAC-10, .45ACP||GTA Vice City Stories|
|Sub Machine Gun||MP5A3, 9x19mm||GTA Vice City, GTA San Andreas|
|Sub Machine Gun||SP89, 9x19mm||GTA Vice City Stories|
|Sub Machine Gun||Heckler & Koch MP5K (K for Kurz, shortened version), 9x19mm||GTA Liberty City Stories|
|Sub Machine Gun||SW MP10, 9x19mm||Grand Theft Auto IV|
|Sub Machine Gun||Micro-SMG (Uzi), 9x19mm||GTA Vice City, GTA Liberty City Stories, GTA Vice City Stories|
|Sub Machine Gun||Scorpion Vz 8, .32ACP||GTA Vice City Stories|
|Sub Machine Gun||P90, 5.7x28mm||GTA IV (The Ballad of Gay Tony)|
|Shotgun||SPAS 12, 12 gauge||GTA Vice City, GTA San Andreas, Liberty City Stories, GTA Vice City Stories|
|Shotgun||Pump Action Shotgun, 12 gauge||GTA III, GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories, GTA IV, GTA Chinatown Wars|
|Shotgun||Remington 11-87, 12 gauge||GTA IV|
|Shotgun||Sawn-Off Shotgun, 12 gauge||GTA San Andreas, GTA IV (The Lost and Damned)|
|Shotgun||Stubby Shotgun, 12 gauge||GTA Vice City, GTA Vice City Stories, GTA Liberty City Stories|
|Shotgun||Dao-12 Streetsweeper, 12 gauge||GTA IV (The Lost and Damned)|
|Shotgun||AA-12, 12 gauge||GTA IV (The Ballad of Gay Tony)|
|Assault Rifle||AK-47, 7.62x39mm||GTA III, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories, GTA IV, GTA Chinatown Wars|
|Assault Rifle||Colt Model 733, 5.56x45mm||GTA Liberty City Stories, GTA Vice City, GTA San Andreas, GTA Chinatown Wars|
|Assault Rifle||M4A1, 5.56x45mm||GTA IV|
|Assault Rifle||M16, 5.56x45mm||GTA III, GTA Vice City Stories|
|Assault Rifle||Ruger Mini-14 GB-F, 5.56x45mm||GTA Vice City|
|Sniper Rifle||Bolt Action Sniper Rifle, 7.62x51mm||GTA III, GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA IV, (Appears in minigames in GTA Chinatown Wars)|
|Sniper Rifle||Hunting Rifle||GTA San Andreas|
|Sniper Rifle||M21, 7.62x51mm||GTA Vice City Stories|
|Sniper Rifle||H&K MSG90, 7.62x51mm||GTA Vice City, GTA Liberty City Stories|
|Sniper Rifle||Dragunov, 7.62x54mmR||GTA Vice City Stories|
|Sniper Rifle||H&K PSG-1, 7.62x51mm||GTA IV|
|Sniper Rifle||DSR-1||GTA IV (The Ballad of Gay Tony)|
|Heavy||GEC M134 Minigun, 7.62x51mm||GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories, GTA Chinatown Wars|
|Heavy||M-60, 7.62x51mm||GTA Vice City, GTA Liberty City Stories|
|Heavy||M249, 5.56x45mm||GTA Vice City Stories, Ballad of Gay Tony|
|Heavy||RPG-7 Rocket Launcher, 40mm||GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA IV|
|Heavy||M72 LAW Rocket Launcher||GTA III, GTA Vice City Stories|
|Heavy||SA-7 Grail Anti-Aircraft Missile Launcher||GTA San Andreas|
|Heavy||HK69A1 Grenade Launcher, 40mm|
|Heavy||Flamethrower||GTA III, GTA Vice City, GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories,GTA Chinatown Wars|
|Melee||Knife||Grand Theft Auto: Vice City, San Andreas, Liberty City Stories, Vice City Stories, GTA IV|
|Melee||Baseball Bat||GTA III era, GTA IV, GTA Chinatown Wars|
|Melee||Chainsaw||Grand Theft Auto: Vice City, San Andreas, Liberty City Stories, Vice City Stories, GTA Chinatown Wars|
|Melee||Katana||Grand Theft Auto: Vice City, San Andreas, Liberty City Stories, Vice City Stories|
Human weapons tend to use bullets, explosives, rail guns, and lasers. Covenant weapons are generally plasma or energy based, with the exception of Brute weapons, which use spikes or explosives. All plasma weapons use charge. All weapons run out of ammunition or charge when used extensively. Covenant weapons typically overheat if fired continuously for long periods of time, which causes your weapon to be unresponsive.
To know more about the weapons from each set of races:
|UNSC Weaponry||Covenant Weaponry||Forerunner Weaponry|
An extensive array of weapons is available within the gameplay, with each weapon operating differently. This allows players to take different approaches and sometimes forces a change in tactics depending on the strengths and weaknesses of each weapon. Each player will also find a weapon to suit his or her tastes, in terms of power, speed, range, kickback and/or feedback.
Halo: Combat Evolved limited the number of weapons players could carry to two (of which only one could be used at any one time), forcing players to carefully select their preferred armament. Players fight with ranged and melee attacks, as well as a limited number of grenades. Bungie refers to the "weapons-grenades-melee" format as the "Golden Triangle of Halo", which has remained fundamentally unchanged throughout the trilogy. The player character's health is measured in both hit points and a continually recharging energy shield. The energy shield absorbs a significant portion of enemy fire until it becomes depleted, after which the player character will sustain damage, potentially causing death.
Halo 2 introduced new gameplay elements, chief among them the ability to hold and fire two weapons simultaneously, known as "dual wielding". The health system was altered in this game, with the player no longer having hit points as well as shields. The Assault rifle was not included in this game.
Halo 3 adds to the series new weapons, and a class of items called Equipment. The Assault Rifle returns in this incarnation, albeit with a decreased magazine capacity, but with more damage with each hit.
Halo 3: ODST adds stealthier weapons, namely the Silenced SMG and the Suppressed Auto Mag. Hit points returned in this game. Also, the game does not contain the Battle Rifle, equipment or dual wielding. Halo 3: ODST also marks the return of the Brute Plasma Rifle, replacing the regular version..
The typical arrow cursor is hidden within gameplay, and replaced with a blue targeting reticule that stays locked to the center of the screen, when in first person and third person views. The reticule turns red when a shot will hit an enemy target, and green for allies.
Many weapons are scoped and have the capability to zoom 2x or 5x into any area, with some long range weapons even capable of reaching up to 10x magnification such as the Sniper Rifle. These always show the reticule and continue scoping after shots are fired.
While wielding non-scoped weapons, the player's armor has the capability to zoom, to a minimal extent. These hide the reticule when in the zoomed view, returning to the normal view after every shot, making them inefficient for sniping. However, skilled players can use this in online gameplay to keep a good eye on enemies or destinations.
The types of available weapons follow the basic standards present in real life, Assault, Battle and Sniping.
Grenades are frequently made available, primarily for anti-infantry combat. Some grenades can stick and some grenades are stronger than others.
Melee attacks are always available; if the player is able to get in range of an enemy, that can cause heavy damage. And melee attacks are very dangerous when you hit an enemy in the back, this will kill almost any enemy. Most times, a single melee attack is sufficient to completely deplete an enemy's shields. These are also used to take control of an enemy Vehicle, by Melee attacking the craft, then planting a grenade to kill its driver.
Heavy weapons, such as Turrets, are also present within Halo levels, either stationary, or mounted on Vehicles. Some turrets can be removed from their stands and used as hand held Support Weapons, but it makes the player move slower. Only when driving a vehicle, controlling a Missile pod, controlling the Flamethrower, and controlling a turret, does the game switch into third-person view. Some vehicles, such as the Ghost, Scorpion Tank, and Banshee allow the driver to directly control mounted weapons while driving the vehicle. Other multi-occupant vehicles such as the Warthog require the player to remain in the weapon seat to control fire, and driving seat to control navigation.
Within campaign levels, the player's character (Master Chief or The Arbiter) usually begins with two weapons, and will always have access to weapons lying around, either near corpses or within weapon caches and stores.
Killed enemies or allies can be robbed of their dropped weapons as well. In Halo 2 and onwards, the player can exchange weapons with allied AI when requested, making it unnecessary to kill them only to use their weapons.
Weapons can be reloaded by collecting ammunition or swapping the player character's weapon with a loaded dropped weapon. If the player is already wielding the same weapon, they can swap if the new weapon is loaded or charged more than the wielded weapon.
A large number and variety of weapons have been used on the Island. This article serves as a catalog of significant weapons, types, and amounts on the Island.
All the guns on the plane belonged to Marshal Edward Mars. By near the end of Season One, all the guns discovered by the Survivors were put in the Haliburton Case which originally belonged to Edward Mars. The key to the case was tied to a string and kept around Jack's neck.
In Season Two the Survivors discovered and took possession of the Swan Station's Gun Vault. By the middle of the season Sawyer stole all the guns and hid them under his shelter. This only last until the end of the season where half of the guns were taken by The Others. Also note that Desmond joins the Survivors by the end of the season and whatever weapons he has belongs to the Survivors.
Most of the guns the Survivors had in Season Two were either taken by the Others or just missing. Note that Danielle Rousseau joins the Survivors and her weapons belong to them too.
At the end of Season Three multiple weapons were taken off the dead Others by the Survivors.
These weapons are more commonly used than the other weapons available, because they don't have to be replaced unless upon death. Most types of basic melee weapons come in eight different kinds of metal.
Most weapons have a primary attack mode in all three attack styles and a secondary mode in the aggressive or controlled style. The secondary mode is normally weaker, but may be more appropriate to your target.
Chainmail armour is weaker against stabbing; platemail is weaker against crushing, while the slash attack is highly effective against cloth, leather or unarmoured targets. Against monster hide, the most effective style varies. The only absolute defence against a particular attack is the Protect from Melee prayer, or the occasional NPC that requires something special to kill them, so you will still hit with the "wrong" attack and weapon, just not as often and with less damage (or not even at all, in the case of monsters like vampyres).
The whole idea of having multiple weapon types is that one weapon type should not be all-conquering, or there would be not much point having the others. Overall, though, popular weapon types for each style are:
There are also a variety of 'novelty weapons' available. They do deal out very little, if any, damage.
The various groups of weapons are summarised below. The level of Strength in each class is not definitive:
|Dagger||Fast/Weakest||Stab/Slash||The first item that can be smithed in any metal. Generally (but not always) has higher stats than a sword of the weaker metal. Daggers are primarily stabbing weapons, though they have a decent slash attack. Members can poison daggers to great effect. Dragon Daggers are discoloured upon poisoning, making the tip of the dagger a bright green colour. The dragon dagger was a popular Pking weapon and is still commonly used in PvP combat|
|Hatchet||Medium/Weak||Crush/Slash||Intended for Woodcutting, but can be used as a weapon.|
|Pickaxe||Medium/Weak||Stab/Crush||Intended for Mining, but can be used as a weapon.|
|Sword||Fast/Medium||Stab/Slash||Better than a dagger, and just as fast, although it cannot be poisoned. This makes it unpopular. However, Free-to-play players can find it useful.|
|Mace||Medium/Medium||Crush/Stab||The crush attack is better against platemail, and the prayer bonus can be useful. It also features a controlled stabbing attack.|
|Scimitar||Fast/Strong||Slash/Stab||An excellent slashing weapon against cloth or leather, and average against chainmail, but weak against platemail. The secondary stabbing attack is rather inefficient against some armour, but better against chainmail. It is in the controlled style, and yields equal experience to Attack, Strength, and Defence. The dragon scimitar was the most popular weapon for Pking, along with the abyssal whip and dragon dagger. But it doesn't have a very good strength bonus. Nonetheless, the rune scimitar is considered to be one of the best training weapons for melee in the free world.|
|Longsword||Medium/Strong||Slash/Stab||Slower than a scimitar, but has higher strength and attack bonuses, especially in terms of its controlled stab attack. It may be hard to see which metal is being wielded.|
|Warhammer||Slow/Strong||Crush||An uncommon crushing-only weapon with no specialist store open to non-members. It's right in the middle of the Smithing scale for any metal. This weapon is good to dent other warriors' platemail. It also offers the best attack bonuses among all the basic one-handed weapons.|
|Battleaxe||Slow/Stronger||Slash/Crush||Provides a better strength bonus than the warhammer, but not as effective in the secondary crush attack. It is considered to be a rather effective Pking weapon. The Battleaxe is the strongest 1-handed weapon in the melee weaponry class.|
|Two-handed sword||Slowest/Strongest||Slash/Crush||The most powerful of the basic weapons, but also the slowest. Furthermore, as its name suggests, the two-handed sword cannot be used with a shield. It may be a good secondary weapon for the ranged fighter, as their bow cannot be used with a shield anyway. This weapon has no specialist store open to non-members; the store is located in Taverley.|
|Halberd||Slowest/Strongest||Stab/Slash||About as slow as the two-handed sword and slightly less powerful, and a shield cannot be equipped with it. However, it can reach over small obstacles (such as tables, fences etc.)|
|Spear||Medium/Medium||Stab/Slash/Crush||This two-handed members-only weapon is one of only two classes in the game that can use all three attack styles. The spear has an average attack speed, features controlled style for each attack style, and can be poisoned. Its bonuses are not as high as other weapons', and the only way to train Attack or Strength with it is to use one of the controlled styles. It can be poisoned with Karambwan paste.|
|Hasta||Medium/Medium||Stab/Slash/Crush||This weapon is identical to the spear in every way, except that it is a one-handed weapon compared to the two-handed spear and that it has negative Defence bonuses, although this can be countered by wearing a shield. This weapon may be poisoned with Karambwan paste.|
|Claws||Fast/Medium||Slash/Stab||A members-only weapon that is similar to the sword, except that it is two-handed and is primarily a slashing weapon. It cannot be poisoned.|
|Maul||Slow(est)/Strongest||Crush||Does not follow the standard metal scale (Bronze-Dragon). It is also is 2-handed. You usually get them either in granite or obsidian.|
|Abyssal Whip||Fast/Strong||Slash||Does not follow the standard metal scale (Bronze-Dragon). The Abyssal Whip has a high experience rate in training Attack and Defence but the only way to train Strength is to use the controlled style. They can be used with a shield. It's recommended to use a rune defender.|
Italics indicate decent effectiveness in a weapon's secondary style compared to its primary style. (Less than 20% difference in bonuses)
|50||Granite maul and Granite mace (with 50 Strength)|
|70||Barrows weapons (with 70 Strength)3|
|78||Ancient Warriors' Equipment|
Weapons are made of different metals, some stronger and more expensive than others. Higher Attack levels allow wielding weapons of better metals. For example, a player needs an Attack level of 10 to wield a black weapon, whereas the player would need level 20 to wield a mithril weapon.
Almost all metal weapons can be smithed, except for halberds and anything black, White,dragon (Dragon and barrows armour cannot be smithed, only repaired). The table above shows what level is needed to wield a certain metal. (until the recent quest Perils of Ice Mountain, pickaxes were unsmithable.)
|Dagger||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||Yes members only|
|Sword||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||No|
|Scimitar||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||Yes members only|
|Mace||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||Yes members only|
|Longsword||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||Yes members only|
|Hatchet||Yes||Yes||Yes||Yes||No||Yes||Yes||Yes||Yes members only|
|Battleaxe||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||Yes members only|
|Warhammer||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||No|
|Two-handed sword||Yes||Yes||Yes||Yes||Yes members only||Yes||Yes||Yes||Yes members only|
|Pickaxe||Yes||Yes||Yes||No||No||Yes||Yes||Yes||Yes members only|
|Spear||Yes members only||Yes members only||Yes members only||Yes members only||No||Yes members only||Yes members only||Yes members only||Yes members only|
|Hasta||Yes members only||Yes members only||Yes members only||No||No||Yes members only||Yes members only||Yes members only||No|
|Claws||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only|
|Halberd||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only||Yes members only|
Members have access to more powerful weapons than the basic ones. However, because of their power, they are much more expensive than the basic weapons.
Kitchen weaponry are members only weapons that can be bought from the Culinaromancer's chest. To buy and wield more advanced kitchen weapons the player must complete the Recipe for Disaster subquests.
|1||Staff, Magic staff, Elemental staves|
|30||Battlestaves (with 30 Attack)|
|40||Mystic staves (with 40 Attack)|
|70||Ahrim's staff (with 70 Attack)|
|78||Zuriel's staff (with 78 Attack)|
Members have a wide assortment of magic weapons at their disposal.
Free players have a limited amount of weapons they can use for ranged attacks.
Members have a wide range of ranged weapons at their disposal.
|Training bow||1||+8||Can be bought from Beefy Bill in Lumbridge.|
|Shortbow||1||+8||Can be bought or claimed as a sample from Lowe's Archery Store in Varrock.|
|Longbow||1||+8||Can be bought or claimed as a sample from Lowe's Archery Store in Varrock.|
|Oak shortbow||5||+14||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.|
|Oak longbow||5||+14||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.|
|Willow shortbow||20||+20||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.|
|Willow longbow||20||+20||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.|
|Maple shortbow||30||+29||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington. This is the highest shortbow non-members can use.|
|Maple longbow||30||+29||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington. This is the highest longbow non-members can use.|
|Yew shortbow||40||+47||Can be bought from other players or made with the fletching skill.|
|Yew longbow||40||+47||Can be bought from other players or made with the fletching skill.|
|Magic shortbow||50||+69||Can be bought from other players or made with the fletching skill. This bow also has a special attack.|
|Magic longbow||50||+69||Can be bought from other players or made with the fletching skill. This bow also has a special attack.|
|Seercull||50||+69||Can be bought from players or dropped by Dagannoth Supremes or Greater Reborn Rangers. This bow also has a special attack.|
|Dark bow||60||+95||Can be bought from players or dropped by Dark beasts. Fires two arrows at once. This bow also has a special attack.|
|Crystal bow||70 (with 50 Agility)||+100/+64||Does not use arrows, can be purchased from other players when unused. Degrades with use, initially +100 bonus.|
With the addition of free sample items in certain stores, the Training bow and arrows are not available to use by new players. A free Shortbow and some bronze arrows can be claimed at Lowe's Archery Emporium in Varrock every half hour, and you can get 30 Air and Mind runes from Aubury every 30 minutes, who is also in Varrock.
The ranged and magic tutors can be found at Lumbridge, in a sort of training centre, North of the General Store (marked by an empty flour pot on the mini-map.)
Because of the time limit of 30 minutes, when your Ranged level gets higher, it is wasting your time waiting for the 30 minutes to be up, so you can get more bronze Arrows. At around Level 5 Ranged it would pay to switch to the Oak shortbow with Iron arrows.
Arrows are used for ammunition with bows. The better the arrow, the higher damage a player can deal. However, players require certain bows to use certain arrows. Non-members can only use bronze to adamant arrows. All arrows except the training arrows can be fletched by members.
Italics- Members only
|Training arrows||Training||Can be bought from Beefy Bill in Lumbridge.|
|Bronze arrows||Any||Can be bought from Lowe's Archery Store in Varrock.|
|Iron arrows||Any||Can be bought from Lowe's Archery Store in Varrock.|
|Steel arrows||Oak||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.|
|Mithril arrows||Willow||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.|
|Adamant arrows||Maple||Can be bought from Lowe's Archery Store in Varrock or from Brian's Archery Supplies in Rimmington.|
|Rune arrows||Yew||Can be bought from the Ranging Guild, can be bought from other players or can be fletched.|
|Broad arrows||Magic||Can be bought from any Slayer Master, used to kill Turoths and Kurask, and can be traded.|
|Dragon arrows||Dark||Can be fletched by materials dropped by Dragon implings.|
Italics- Members only.
|Phoenix crossbow||1||+6||Bronze bolts|
|Bronze crossbow||1||+18||Bronze bolts|
|Blurite crossbow||16||+30||Up to blurite bolts|
|Iron crossbow||26||+42||Up to iron bolts|
|Dorgeshuun crossbow||28||+42||Up to iron bolts/bone bolts. This crossbow cannot use enchanted or gem-tipped bolts.|
|Steel crossbow||31||+54||Up to steel bolts|
|Mithril crossbow||36||+66||Up to mithril bolts/mithril grapples|
|Adamant crossbow||46||+78||Up to adamant bolts|
|Zanik's crossbow||46||+78||Up to adamant bolts (including bone bolts, but excluding enchanted bolts)|
|Hunter's crossbow||50||+55||Kebbit bolts only|
|Rune crossbow||61||+90||Up to rune bolts|
|Karil's crossbow||70||+84||Bolt racks only|
All throwing weapons are members only.
Darts can be forged from Bronze, Iron, Steel, Mithril, Adamantite, Rune and Dragon. Each metal bar can make ten Dart Tips. Darts can be poisoned and are stackable. Black and Dragon Darts are available but cannot be smithed by players. Darts can only be made after completing the Tourist Trap quest.
Throwing knives are poisonable, and can be forged by players from Bronze, Iron, Steel, Mithril, Adamantite, and Rune. Each metal bar yields five Throwing Knives. Black Throwing Knives are only dropped by Shadow Warriors ,Imperial Guard members, and cyclopes in the warrior's guild.
Throwing Axes come in Bronze, Iron, Steel, Black, Mithril, Adamantite, and Rune. They can only be bought from a shop in the Ranging Guild. The Rune Throwing Axe has a special attack ("Chain Hit") that, when activated in a multicombat zone with multiple enemies nearby, will bounce from enemy to enemy up to 10 times(10% special bar used per enemy hit).
Javelins are stackable and made out of Bronze, Iron, Steel, Black, Mithril, Adamantite, and Rune. Javelins can be found as drops from defeated monsters and can also be purchased inside the Ranging Guild. Javelins are notoriously slow and are generally considered to be the most unpopular out of the one-handed Ranging weapons.
Can be used as Ranged, Magic or Melee weapons*. They are Members only and are obtained using the Hunter skill.
*It has been reported that while doing the Knight's Training ground mini-quest (unlocked upon completion of the "King's Ransom" quest), the salamanders are not registered as a melee weapon, even while on the melee setting (This is relevant because you are permitted only to use melee weapons while in the training ground).
Weapons in Tibia are divided in four sub-categories, the use of any weapon of one category will raise your skill with that kind of weapon, allowing you to deal higher damage wile using it. The four weapon types are: