Description[]
The Messer is an early-game sword that can be found in chests in Lower Erisia, as well as in the Etris weapon shop for 16 notes. Due to its nature as a very early game weapon, it is quickly overshadowed, even by weapons with the same requirements.
The Messer can be Alloyed, increasing its stats and requirements to make it a viable lategame weapon. The Messer gains a purple hue to indicate this change.
Talent: Finishing Slay[]
Equipping the Messer grants its unique weapon Talent. This Talent will be lost upon equipping any other weapon, including ability-bound weapons like from the Crazy Slots Resonance.
On critical, consume all of your Chain of Perfection to proc Finishing Slay, adding a secondary damage instance to your attack. This secondary damage instance deals 7 damage per Perfection stack (166 damage per stack in PvE).
The first 5 hits that normally do not grant Perfection stacks contributes to this damage bonus, stacking up to 150 PvP damage or 3.5k PvE damage at max stacks.
This effect can be procced on Motif and enchant-granted criticals and has no cooldown. This effect does not change if your Messer is alloyed.
Critical
Messer uses the default Sword critical, a piercing stab. It has a scaled damage multiplier of 1.2x and a cooldown of 3 seconds. It deals 3x the weapon's weight as posture damage.
This critical has the M1 tag, allowing it to proc M1-exclusive Talents and Enchantment effects.
Gallery[]
Trivia[]
- For PvE, it is recommended to use the Saber Motif, as you'll get an additional 300 damage from Finishing Slay.
- Additionally, it is not recommended to use Alloyed Messer over the base variant for PvE, as Finishing Slay does not change when alloyed, and the damage increase from going for the alloyed variant is not that large. Saving points and investing them elsewhere is much more effective than going for the alloy upgrade.
- Finishing Slay can be buffed through damage modifiers, but it is not counted as weapon damage, so things like Astral or Manipulator will not affect it.
- Meeting the non-alloyed requirement of MED, the damage is (20.8)
- Meeting the alloyed requirement, the damage is (28.1)
- At max MED, the non-alloyed damage is (27.5)
- At max MED, the alloyed damage is (30.5)


