Weapons
Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. They serve as the primary method for dealing damage to enemies.
General Information
All weapons are either one-handed or two-handed. One-handed weapons include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. Two-handed weapons include: bows, greataxes, greatspears, greatswords, hammers, and staves. If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.
Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching to it in combat is an unlimited free action.
Weapon Qualities
Weapons can be basic quality (i.e. the randomly generated weapons that you come across during your play), elemental quality (a stunt effect is added to the weapon), or artifact quality (named weapons that have set descriptions and stats/abilities). All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). An additional bottom tier, Tier 0, is present for certain categories of generic weapons. Weapons of all qualities can be upgraded to higher tiers through the crafting system.
Basic Weapons
Basic weapons are the most widely available. They are often obtained through random loot, but they can also be crafted with the correct resources or using legacy points. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type.
Tier 0 weapons are the basic weapons that heroes normally start the game with. Unless otherwise specified, all Tier 0 weapons have a range of 1.6 and stunt damage of 1.
Elemental Weapons
Every once in a while your party might encounter an elemental spirit during a mission (See Spirit Captured for an example). This spirit will vanish in four turns and run away from your party, ignoring obstacles like doors while doing so. If you complete all objectives of the mission while the spirit hasn't been caught or hasn't vanished yet, you still get the opportunity to catch the spirit before it vanishes and the mission completes.
Every elemental spirit can enchant one of the currently wielded weapons of the hero who catches it. Catching a spirit is done automatically while moving adjacent to it. This can be done mid movement or when ending your turn. A spirit can be caught from all eight tiles next to it.
Every element gives a different bonus when a hero stunts.
Fire | Damages up to three nearby enemies. |
Water | Refunds one action point. (Can only occur once per turn) |
Leaf | Grants two temporary hit points. (This effect can stack) |
Stone | Shreds 1 Armour of all enemies in a two tile radius. |
Enchanting a weapon replaces that weapon with a weapon of the same type and Tier with the enchantment. An exception being Tier 0 weapons who get replaced by a Tier 1 weapon of the same type.
Enchanting a weapon type unlocks all Tiers for that weapon to craft. For example, enchanting a Tier 1 sword with Fire allows you to craft up to Tier 3 swords with the Fire enchantment.
Whenever an enchantment is unlocked for a weapon type you can craft that weapon type with the enchantment in future campaigns without having to catch the spirit in that campaign. Salvaging a weapon while you do not have its enchantment unlocked yet does not give you access to crafting it in the future.
Artifact Weapons
Artifact weapons are most notable for their unique bonuses, visual appearances, and the fact that they carry over with a legacy hero into their next story or campaign (rather than being lost as most equipment is). Many are obtained through random drops, but some are available through specific events or moments in the main campaigns. They are never available to be crafted from scratch, but an already obtained artifact quality weapon can have its tier improved using the crafting system.
Name | Image | Weapon Type | Effect | Obtained |
---|---|---|---|---|
Antler Bow | Bow | Deals bonus damage to Gorgons, +1 Stunt Damage | Random Drop | |
Avenger (Sword) | Sword | +1 Stunt Damage, Stunt Effect: Fire | Event | |
Bolt-thrower | Crossbow | More accuracy than a normal Crossbow, +1 Stunt Damage | Random Drop | |
Bone Bow | Bow | +1/2/3 Potency, -10 Charisma | Event | |
Bone Spear | Spear | +1/2/3 Potency, -10 Charisma | Event | |
Clockstopper | Greataxe | Shreds more armor than a normal axe, +1 Stunt Damage. | The Enduring War | |
Cyclone Fork | Greatspear | +1 Speed, +1 Stunt Damage. | Random Drop | |
Dreadscythe | Greatspear | On attack, deals 1 damage to all enemies within range, +1 Stunt Damage. | Random Drop | |
Elgorn Pike | Greatspear | Deals more damage than a normal Greatspear | Random Drop | |
Empowered Bone Bow | Bow | +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone | Event | |
Empowered Bone Spear | Spear | +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone | Event | |
Fang Axe | Axe | Bonus damage to Drauven, +1 Stunt Damage | Random Drop | |
Fatetracer | Dueling Sword | Bonus Damage on Enemy Turn, +1 Stunt Damage | Unknown | |
Flare-axe | Axe | On attack, deals 1 damage to all enemies within range, +1 Stunt Damage | Random Drop | |
Grimblade | Sword | Heal on kill, but no Sword block bonus. | Event | |
Halehammer | Mace | Stuns enemy on Stunt, +1 Stunt Damage. | Random Drop | |
Lockbreaker | Greataxe | Deals bonus damage to Morthagi, +1 Stunt Damage. | Random Drop | |
Minotaur Axe | Greataxe | Deals bonus damage to Deepists, +1 Stunt Damage. | Random Drop | |
Moonspear | Greatspear | Deals bonus damage to Thrixl, +1 Stunt Damage | Random Drop | |
Night Shard | Sword | +5/10/15 dodge, +1 Stunt Damage | Event | |
Oakenbrand | Staff | +Knockback, +1 Stunt Damage, No spell damage bonus | All the Bones of Summer | |
Oath of Oldwane | Dagger | +2 Warding, +4 Potency | Event | |
Petriglass Seaspear | Greatspear | +1 Stunt Damage, Stunt Effect: Water | Age of Ulstryx | |
Petriglass Wand | Wand | Stunt Effect: Water | Gorgon Story | |
Quakebaker | Hammer | +1 Stunt Damage, Stunt Effect: Stone | Random Drop (Unconfirmed) | |
Queen Axe | Axe | Bonus damage to single-tile enemies, +1 Stunt Damage | Random Drop | |
Sharktooth Axe | Greataxe | +2 Shred, but -1 Damage compared to a normal Greataxe. | Random Drop | |
Starseed Staff | Staff | Gain "Starseed" ability, +1 Stunt Damage, Stunt Effect: Fire | Event | |
Starseed Wand | Wand | +1 Stunt Damage, Stunt Effect: Fire | Event | |
Strongbow | Bow | Deals more damage than a normal Bow | Unknown | |
Swan Scepter | Wand | Interfusion is a free action | Random Drop (Rare) | |
Sylvan Axe | Axe | +1 Stunt Damage, Stunt Effect: Leaf | Event | |
Thanefeller | Axe | Bonus damage to large (4+ tile) enemies, +1 Stunt Damage | Random Drop | |
The Orphan Sword | Greatsword | Deals more damage than a normal Greatsword | All the Bones of Summer (Currently Unobtainable) | |
Thorn of the Fens | Spear | x2 Damage when Flanking | All the Bones of Summer | |
Titan's Fist | Hammer | Bonus Knockback, +1 Stunt Damage | Random Drop | |
Vigilkeeper | Bow | +1 Range, +1 Stunt Damage | Random Drop | |
Vost | Bow | +Knockback, Stunt Effect: Stone | Monarchs Under the Mountain | |
Vracsel's Staff | Staff | Stunt Effect: Fire | Drauven Story | |
Will of the Forest | Greatspear | Spawns trees on kill, +1/2/3 Potency | Event | |
Wingknife | Dagger | Can attack diagonally with this Dagger, +1 Stunt Damage | Random Drop | |
Wintershard | Greataxe | Hobbles enemies on attack, +1 Stunt Damage | Random Drop | |
Wyverntail | Greatspear | Poisonous | Random Drop |