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18 weapons across 6 classes. Each class carries three weapons and equips two at a time. Press Q to swap between them on a 0.25s cooldown. Each weapon has eight abilities, with four slotted active at once.
Short range knives that lean hardest into the fantasy of being an assassin. The special move is actual stealth you disappear, reposition, and your next attack hits harder. Most of the kit is about ambushing, poisoning, and slipping away. This is your "I pick when the fight starts" weapon.
Assassinclass →A curved sword for people who want to stand in melee range a little longer. Instead of one shot burst, Sabre stacks bleeds on the target that keep ticking while you keep hitting. Your damage ramps up the longer the target stays bleeding, so this is the weapon that rewards you for committing to the fight rather than disengaging.
Assassinclass →A slow, heavy hitting firearm for when you'd rather pick people off from a distance. Lower damage per second than the melee weapons, but you're safe, you can kite, and you've got tools like smoke bombs and traps to control space. This is the "clean up from range" weapon, or the one you pull out when a fight goes sideways and you need to reset.
Assassinclass →Paired blades on chains that let you hit multiple enemies with wide swings and give you a bit of extra reach. There’s a cold/ice theme running through the kit (several of the skills chill enemies), so this is your "crowd control while dealing damage" weapon. Good for clearing groups and keeping enemies debuffed.
Berserkerclass →Two hand axes for single target fury. This is the weapon you pull out when you want to melt one priority target fast. Its special move literally puts you into a "berserk" state more damage, more speed, less self preservation. It’s the most aggressive of the three and the most punishing if you mistime it.
Berserkerclass →A giant two hander. Slower swings, bigger numbers, and more passive tools to keep you alive (guard, balance, stance abilities). If Hatchets are the "I want to delete someone" weapon, Battle Axe is the "I want to anchor the fight and not fall over" weapon. A decent pick for players who like Berserker’s damage but don’t love how squishy the other two can feel.
Berserkerclass →One handed spear with a shield. Your special move literally puts up a guard. The passives are all about stepping in front of things holding the line, punishing enemies that hit you, keeping allies safe. This is the tank weapon. If you want to be the person the group hides behind, this is your pick.
Paladinclass →Two handed polearm. Lots of reach, lightning themed damage, and none of the shield tools. This is the "I'm a holy warrior and I'm here to hit things" weapon. You trade the safety of the Lance for real damage output. Good for solo play or when your group already has a tank.
Paladinclass →Mace and shield, built around auras persistent effects that buff your group or debuff enemies while they're near you. Includes actual healing. This is the closest thing the game has to a dedicated support/healer, and it's probably the most group focused weapon in the whole class roster. If you want to be the one keeping people alive without being a full healer archetype, this is it.
Paladinclass →Classic long range bow. Slower than the crossbows but hits harder per shot, with the most reach and utility (curved shots, volleys, retreat shots). This is the "sniper" weapon pick off priority targets, control space with arrow showers, keep your distance. The Arrow resource matters most here.
Rangerclass →Paired crossbows for rapid fire and mobility. Shorter range than the bow, but faster, with poison and trap tools baked in. This is the weapon for players who want to strafe, pepper, and stay in motion rather than line up clean shots. Better for dodgy, up tempo fights.
Rangerclass →A melee thrusting sword for when things get inside your range. It's not meant to be your main weapon it's the tool you pull out when a melee target has closed on you and you need to duel them for a few seconds before re opening the gap. Packs counterattacks, evasion, and poison to buy you time.
Rangerclass →Fire and ice damage, big AoE spells, heavy hits. This is the glass cannon weapon the special move is literally called "Glass Cannon". Fireballs, meteors, ice shards, area freezes. If you want to see huge damage numbers and don’t mind being made of paper, this is the pick.
Sorcererclass →More about debuffs, gravity wells, darkness circles, and breaking up enemy positioning than raw damage. You're not the one deleting the boss you're the one making sure the boss can't move, can't hit straight, and gets punished for existing. Great in group content where a controller is more valuable than another DPS.
Sorcererclass →Healing waves, blessings, protective barriers, sanctuaries. This is the closest thing to a traditional healer in the game. You can still deal damage, but the core fantasy is buffing and patching up your group. Pairs naturally with a Paladin tank.
Sorcererclass →One handed sword with a shield. The special move is an actual Block. Passives are about staying upright, punishing attackers, and holding ground. This is the off tank weapon you won't main tank like a Paladin, but you can survive a lot of pressure while still outputting real damage. The "solid, dependable" pick.
Swordsmanclass →Twin blades, fast combos, counterattacks, lots of movement. No shield, but you've got evasion and deflect tools. This is the duellist weapon get in, land a flurry, weave around the counter, repeat. Rewards good reads on enemy attacks rather than raw stat trading.
Swordsmanclass →Giant two hander. Slow, wide swings, and the biggest damage numbers the class has. Lots of passives around breaking armour and finishing off weakened enemies. This is the "I want to crush things" weapon. Similar in feel to Berserker’s Battle Axe but with more finesse baked in.
Swordsmanclass →