There are six weapons (the Sword, Greatsword, Daggers, War Hammer, Bow and Blade Staff) plus the Mattock, a tool that can also hit. Each weapon has its own combo, running attack, plunge and special, and each can be made in five metals. You hold one thing at a time; what's in your hand decides how you fight.
CONTENTS
The seven at a glance
| Weapon | Style | Special | POWER (stone) |
|---|---|---|---|
| Sword | Quick, all-round; a 3-strike combo ending in a double spin | right-click or R: parry, which sets off a Counter | 2 |
| Greatsword | Slow, heavy, the longest reach of the blades | Hold click or F: a charged spin in three tiers | 4 |
| Daggers | The fastest; a 4-strike combo, short reach, long lunges | right-click or R: a dodge; dodge through a blow for faster strikes | 1.4 |
| War Hammer | The slowest and hardest-hitting | Hold click or F: a charged ground pound that dazes | 5.5 |
| Bow | Ranged; hold to draw, let go to shoot; needs arrows | right-click or R: Arrow Rain, or the Dragon Shot when its Focus is full | 2.4 |
| Blade Staff | Wide sweeps and somersaults, both ends cut | right-click or R: Skyfall, a vault and a spinning fall | 3 |
| Mattock | A tool: fells trees, breaks rock; weak against creatures | None | 1 against creatures |
POWER is how hard a blow lands before the strike's own share. Every strike of a combo has its own share of POWER (for example, the sword's Slash deals 0.9 times POWER). Each weapon's page lists them.
What every weapon does
- Combo: click or F, then click or F again while a strike is under way, for the next strike. See Combat.
- Running attack: click or F while running while running. Each weapon's is as strong as its plunge.
- Plunge: click or F in the air, after a Space. A wave of 1.5 times POWER round where you land (the bow looses three arrows instead).
- Special: on right-click or R, or on a held click or F for the greatsword and war hammer.
Stats on a weapon's page
- POWER: how hard it hits.
- SWING: how fast it moves through its combo (100% is normal).
- REACH: how far from you a strike still lands.
- LUNGE (sword, daggers): how far each strike carries you forward.
- CHARGE (greatsword, war hammer): how fast a held click or F charges.
- DRAW and RANGE (bow): how fast it draws, and how fast and far arrows fly.
- SKYFALL (blade staff): how many times Skyfall strikes and how soon it's ready again.
- EDGE: blows left before it goes dull and deals half damage. See Edge.
Making and improving weapons
- Weapons are made at a Crafting Table, on its WEAPONS page, in any metal you have opened. See Metal Tiers.
- Better metal raises POWER and EDGE and lets more spirits be bound into it.
- Bind spirits into a weapon at a Spiriting Table to wake its tiers: more power, new effects, and pairings when two elements meet. See Spiriting Table.
- Weapons found in chests may come with traits; the Augmentation table adds more.
- A lair boss can leave a Forged mark on a fully spirited weapon. See Forged Gear.
Choosing one
- New to fighting: the Sword. Its parry turns one well-timed press into a counter.
- Crowds: the Greatsword or the Blade Staff.
- Bosses and big creatures: the War Hammer, or the Bow from a distance.
- Quick creatures: the Daggers.
You can carry several weapons and change what's in your hand with Q or from your pack, so a bow for the approach and a blade for the close fight works well. The Mattock is on the Crafting Table's TOOLS page.