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DNA
DNA v1.7
Building a Calamity Weapon

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The Potential tree

Every Calamity Weapon has its own tree: ten Potentials spread across six tiers, from smelting level 0 to level V. Raising the smelting level opens the matching tier; what you unlock inside it is your call.

  • Tiers 0 and V hold a single Potential; tiers I to IV hold two, usually one offensive branch and one utility branch.
  • The first Potential unlocked at a tier is free. The second costs materials but stays available — there is no permanent choice to regret.
  • A Potential requires its predecessor to be unlocked and the matching smelting level to be reached. Tiers cannot be skipped.

The full tree, tier by tier, with each Potential's effect and cost, lives on each weapon's own page.

A selected Potential: its effect on the right, and the weapon-proficiency rule restated at the bottom.

The right-hand panel shows the selected Potential's cost, as owned over required. A red figure marks what you are still short of.

Since the first pick at each tier is free, order matters: take the one whose materials you lack the most first, and pay for the other later.

A Potential's cost, shown as owned / required.
  1. 1The first Potential unlocked at a tier costs no materials.
  2. 2The second one does: each tile shows what you hold against what it needs.