| Weapon | Skill | Description | Tip | Role |
|---|---|---|---|---|
| Truth's Charge | Joust | Speeds up the dragons towards the front, finishing with an attack blow | Leverage your mount. Truth's charge can make or break your tactical choices, pay clos attention to your mount's strengths and weakenesses. | Offense |
| Knight's Focus | The dragon attacks become stronger | Offense | ||
| Elder's Branch | Tanglevines | Creates vines that slow down the enemy if it touches them. | Control the crowd. tanglevines are useful even when your enemies avoid them. place them as roadblocks, and your enemies will move in the direction you want them to go | Defense |
| Restoring Salve | Restores health and mana to allies | Since it heals both health and mana, restoring salve is a tide turning ability. You need to keep throwing slaves constantly at your allies, you will not fight, your allies will. | Defense | |
| Chronosphere | Chronoshift | Creates a bubble around the dragon that increases the speed of all allies within the range. | Works great when used on slow moving dragons like Novastar, you should create slow moving dragon groups for this weapon to stand out. | Support |
| Time Rift | Time-stops the enemies that touch the warp. | Only use this ability when the enemy is in range and occupied fighting other allies, otherwise it will be counterproductive. | Support | |
| The Harvester | Phantom Blade | Medium range attack with a wide spectrum, swings a scyther from one side to the other a single time. | Works great when used on mobs of enemy dragons or minions | Offense |
| Grim Harvest | Shoots the blade in a long straight shot and then comes back at it like a boomerang, double hit if the enemy stands in front of you, | Works great when used on mobs of enemy dragons or minions | Offense | |
| Waybinder | Alpha Gate | The entry point to the teleport, this is paired with the Omega gate and the exit point. | Gates go both ways. A straight shot from your home to the enemy's arcstone makes for a quick route for your allies, but also for your foes. | Support |
| Omega Gate | The entry point to the teleport, this is paired with the Omega gate and the exit point. | Gates become effective only if your team knows where they are located. | Support | |
| Vengeance | Avenger | You gain a vengeance token every time an ally falls. Each token increases the damage you deal and receive. | Vengeance is a passive weapon. its abilities happen automatically as you go. That leaves you free to focus on your dragon while fighting and flying. | Offense |
| Retribution | You gain a retribution token each time an ally falls. When you die, you strike at enemies, dealing damage in a radius that increases with each token. | Remember, not only the DPS that you deal increases, but also the damage received. | Offense | |
| Voidstar | Void Mines | Creates a sphere of dark energy at your location that explodes when an enemy touches it. | Time the mines placement carefuly, since they are easy to avoid. They are very powerful when fully upgraded. | Defense |
| Teleport: Hoard | Returns you to the nearest friendly hoard where you can heal and store your treasure. | This is the best game skill to your upgrades, simply collect as much gold as you can and then teleport. | Defense | |
| Eir's Glory | Heal | Repairs damage | The key to Eir's glory is to heal yourself as often as possible. Each use repairs only a small amount of damage, but the cumulative effect will make you unkillable. | Support |
| Sanctuary | Heals and protects every allie that stay within the sphere | Support | ||
| Rising Soul | Regen Mana | Restores mana to the rider and nearby allies | Use mana regen all the time, the effect is short lived, use it whenever it's available while you are fighting, otherwise you will run out of mana. | Support |
| Mana Well | creates a destructible well that drains enemy mana while boosting regen to allies. | set it off after everyone has committed to the fight and your side will be unstoppable. | Support | |
| Skyburst | Spread Shot | Casts forth a fan of arrows, striking all in front of the bearer | Long range attack, good for enemies with short range attacks. Good when fighting groups of enemies, or when shot from really close at a single enemy | Offense |
| Arrow Storm | Calls forth a storm of arrows from the sky, causing them to fall over a wide area at the riders command. | Long range attack, good for enemies with short range attacks. Use it to finish hard to kill characters or use on big groups of enemies. Long cooldown. | Offense | |
| Ulfberth | Lava Burst | cloaks the dragon and rider in fire and damaging any who come too close | Only cast it when fighting already the enemy, specially in closed areas, otherwise they will avoid contact. | Offense |
| Living Flame | spits balls of fire that seek the enemy by themselves | Good against fast enemies | Offense | |
| Stormcaller | Lightning Storm | Summons a stationery storm that deals AoE damage that increases based on the number of enemies engulfed | use in highly populated areas to increase damage effect. | Defense |
| Electrocute | A nearby enemy is chosen at random and stricken. | Requires no manual aiming, which allows you to fly and dodge while still hitting with this ability. | Defense | |
| Gorefist | Binding Strike | Gorefist springs from the wielders and flies forth to hit and damage the enemy | great skill to catch fleeing riders, line up carefully, it's a straight line spell | Offense |
| Thresher | the rider may set the gorefist loose, and the whirlind flail stands as a turret for a short time before returning | the flail must hit the target to be effective. | Offense | |
| Cruel Barb | Pact of Power | takes the rider's health and converts it to mana | Support | |
| Pact of Life | takes mana out of the rider and converts it to health. | make enemies chase you with low health and then recharge life in exchange of mana, sending them into a trap. | Support | |
| Veritas Scriptura | Rhyme of Life | Makes nearby allies faster | Only works when playing in groups, useless when flying solo | Support |
| Ballad of Power | Makes nearby allies stronger. | same as above. Try to stay out of the heat of the battle, this skill is more effective even if you are not fighting but instead boosting your allies. | Support | |
| Titan's Call | Hyperion's Echo | heals damage for the entire team | use it when everyone in the team has low health. | Support |
| Astaroth's Echo | damage your enemies | you can finish a friend's fight from across the map. It's quite hard to coordinate though. | Support | |
| The Aegis | Astral Ward | projects a field of blue protection directly in front of rider and dragon | know which attacks can still pass the barrier, and dont forget that your flanks are exposed and vulnerable. | |
| Shield Bash | projects a field of magical protection that flies forward, pushing enemies and their atacks away from the wielder. | learn the travel time as it flies forward and time your throw just right so it hits the most enemies at once. | ||
| Phoenix Familiar | Phoenix Fire | launches a gout of flame at enemies directly ahead of you. can only be used if sky fire is not in use | Defense | |
| Sky Fire | the phoenix flies overhead, keeping a watchful out for enemies it can burn. | powerful defensive ability, the phoenix will attack even if you are unable to do so. | Defense | |
| The Scintallion | Mana Bolt | hurls a bolt of magical force at opponents. leveling it up creates more missiles | the bolts do more damage the farther they travel. | Support |
| Mana Focus | great to support a mana starved dragon, if you always find yourself running out of mana, try the mana focus. | Support | ||
| Chillblade | Cold Snap | freezes nearby enemies in blocks of ice | great ability to escape. | |
| Ice Wall | creates an ice barrier that will absorb incoming shots and block the way until destroyed. | good when used to make enemies go a certain direction or avoid escape |
Dragons and Titans - Weapons
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Last updated by Skarrian, 1st August
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