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.
All weapons are either one-handed or two-handed. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. Two-handed weapon types 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 weapons in combat is an unlimited free action.
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 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.
Every once in a while your party might encounter an elemental spirit during a mission (see Spirit Captured for more information). If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a legacy point. The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.
Each element gives a different bonus when a hero stunts. The element granted is dependent upon the element of the spirit encountered.
|Fire||Damages up to three nearby enemies.|
|Water||Refunds one action point. (Can only occur once per turn, stunt damage reduced to 1)|
|Leaf||Grants two temporary hit points. (This effect can stack)|
|Stone||Shreds 1 Armour of all enemies in a two tile radius.|
Obtaining an enchantment for a specific weapon type unlocks that option in your legacy when you win a game. Thereafter, you will be able to craft that enchanted weapon type in future games without having to capture another spirit. It is only necessary for a spirit to have created a weapon of that type for you, not for you to have ever used it or even taken it in your possession. This means, for example, that you can tell a fire spirit to enchant your dagger, have it make a fire dagger for you, and then salvage it immediately -- and once you win the campaign it will nevertheless be unlocked in your legacy.
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, but an already obtained artifact quality weapon can have its tier improved using the crafting system.
|Antler Bow||Bow||+1/1/2 Damage against Gorgons, +1 Stunt Damage||Random Drop|
|Avenger (Sword)||Sword||+1 Stunt Damage, Stunt Effect: Fire||Avenger|
|Baleblade||Sword||On hit, grant 1 Temp Health to a random directly adjacent ally||Random Drop|
|Bolt-thrower||Crossbow||+5/10/15 Ranged Accuracy, +1 Stunt Damage||Random Drop|
|Bone Bow||Bow||+1/2/3 Potency, -10 Charisma||Dreams and Bones|
|Bone Spear||Spear||+1/1/2 Potency, -10 Charisma||Dreams and Bones|
|Clockstopper||Greataxe||+1/2/1 Shred, +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|
|Eaglewing||Greatsword||+4/5/6 Knockback, reduced damage.||Random Drop|
|Elgorn Pike||Greatspear||+1 Damage||Random Drop|
|Empowered Bone Bow||Bow||+2/3/4 Potency, -10 Charisma, Stunt Effect: Stone||Storied Bones|
|Empowered Bone Spear||Spear||+2/2/3 Potency, -10 Charisma, Stunt Effect: Stone||Storied Bones|
|Fang Axe||Axe||+1/1/2 Damage against Drauven, +1 Stunt Damage||Random Drop|
|Fatetracer||Dueling Sword||+2 Damage on Enemy Turn, +1 Stunt Damage||Random Drop|
|Firling Wand||Wand||Splinterblast and Splintersalvo now damage the wooden object instead of always destroying it, Stunt Effect: Leaf||Answer to Austerity|
|Flare-axe||Axe||On attack, deals 1 damage to all enemies within range, +1 Stunt Damage||Random Drop|
|Frostfang||Crossbow||Applies 1 Hobble on hit, Stunt Effect: Pins enemies adjacent to the target||Random Drop, Minuet|
|Grimblade||Sword||Heal on kill, but no Sword block bonus.||Bidding the Ghost Goodbye|
|Halehammer||Mace||Stuns enemy on Stunt, +1 Stunt Damage.||Random Drop|
|Icebreaker||Greatsword||Stunt Effect: A glacier erupts beneath a random enemy within 5 tiles, Stunning them||Random Drop|
|Lockbreaker||Greataxe||+1/1/2 Damage against Morthagi, +1 Stunt Damage.||Random Drop|
|Longwatch Lamp||Wand||Increases area revealed range by interfused objects by 2, Stunt Effect: Fire||Random Drop, Minuet|
|Minotaur Axe||Greataxe||+1/1/2 Damage against Deepists, +1 Stunt Damage.||Random Drop|
|Moonspear||Greatspear||+1/1/2 Damage against Thrixl, +1 Stunt Damage||Random Drop|
|Mothbite||Crossbow||Silkstep range increased by 2, Stunt Effect: Blinds the target||Random Drop, Minuet|
|Night Shard||Sword||+5/10/15 Dodge, +1 Stunt Damage||Former Colleagues, Minuet|
|Oakenbrand||Staff||+2.1/2.1/3.1 Knockback, +1 Stunt Damage, No spell damage bonus||All the Bones of Summer|
|Oath of Oldwane||Dagger||+2 Warding, +4 Potency||To Humble Ends|
|Petriglass Seaspear||Greatspear||+1 Stunt Damage, Stunt Effect: Water||Age of Ulstryx|
|Petriglass Wand||Wand||Stunt Effect: Water, immune to corruption while equipped||Gorgon Story|
|Quakebaker||Hammer||+1 Stunt Damage, Stunt Effect: Stone||Random Drop|
|Queen Axe||Axe||+2 Damage against single-tile enemies, +1 Stunt Damage||Random Drop|
|Sharktooth Axe||Greataxe||+2 Shred, but -1 Damage compared to a normal Greataxe.||Random Drop|
|Sojourner||Staff||Grants the ability to walk through scenery||Random Drop, Minuet|
|Starseed Staff||Staff||Gain "Starseed" ability, +1 Stunt Damage, Stunt Effect: Fire||The Starseed Tree|
|Starseed Wand||Wand||+1 Stunt Damage, Stunt Effect: Fire||The Starseed Tree|
|Strongbow||Bow||+1 Damage||Random Drop|
|Swan Scepter||Wand||Interfusion is a free action once per turn||Random Drop|
|Sylvan Axe||Axe||+1 Stunt Damage, Stunt Effect: Leaf||Drifters|
|Thanefeller||Axe||+2 Damage against large (4+ tile) enemies, +1 Stunt Damage||Random Drop|
|The Orphan Sword||Greatsword||+1 Damage||All the Bones of Summer|
|Thorn of the Fens||Spear||-1 Damage (on par with a Dagger), flanking attacks do 2x damage (like a Dagger)||All the Bones of Summer|
|Titan's Fist||Hammer||+1 Knockback, +1 Stunt Damage||Random Drop|
|Vigilkeeper||Bow||+1 Range, +1 Stunt Damage||Random Drop|
|Vost||Bow||+1.6 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||Havenbeams|
|Wingknife||Dagger||+0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage||Random Drop|
|Winterfur Staff||Staff||Discus can now ricochet to a third target, Stunt Effect: Stone||Random Drop|
|Wintershard||Greataxe||Hobbles enemies on attack, +1 Stunt Damage||Random Drop|
|Wyverntail||Greatspear||+1/1/2 Poison on hit||Random Drop|
Weapon drop rate
- Main article: Drop rates
Artifact vs non-artifact is determined after it knows you're getting a weapon. Every time you get a non-artifact weapon, the chance increases by 0.15. Every time you get an artifact, the chance decreases by 0.5. (So, you're guaranteed an artifact at least every 7 weapons)
The game won't give you an artifact that you already have in the current campaign.
Within those the chance of getting a specific Artifact in the weapon Archetypes is influenced by the amount of Artifact Weapons.