> For the complete documentation index, see [llms.txt](https://vulcano.gitbook.io/vulcano-whitepaper-en/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://vulcano.gitbook.io/vulcano-whitepaper-en/gameplay/nft-s/weapons.md).

# Weapons

Characters could be equipped with weapons to either attack or defend themselves effectively when they are attacked by the opponents.&#x20;

They directly influence the character’s attributes. The use of weapons is optional, but strongly necessary to achieve a higher performance in battles.&#x20;

Players will find both offensive and defensive weapons. Once in a round each player will choose the weapon to equip his/her character.&#x20;

The objetctive is to build the most effective combination to win the round. It should be noted that each weapon has a role, just as each character. The user may assign weapons to characters whose roles do not match, but in exchange for this there will be a penalty on the attributes to be increased.

Same as characters, weapons are also NFTs that can be bought or sold within the internal Vulcano® marketplace. The value shall be defined by users according to their power or popularity.

**Weapons have the following attributes:**

* **ATK** <mark style="color:orange;">Attack</mark> It represents the value of damages the character can cause and will directly affect the attack estimates.&#x20;
* **ATT** <mark style="color:orange;">Attrition</mark> The more rarity, the less attrition the character will suffer.&#x20;
* **Rarity:** It represents the NFT rubicon, which as said before, gives different scales depending on the case. It is divided into Rubicons (Ordinary, Rare, Legendary, and Mythic).
* **Skill:** Some weapons have special effects that directly affect the opponent. Example: Bleeding, burns or scalds, etc. These affects the life of the opponent’s character lowering its life percentagewise.
