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Reference

Weapons

Every weapon comes in 9 tiers — metal for everything except Archery, which is built from wood instead (see Carpentry). Rarer material adds a little to both damage and durability (see Material Tiers below). Two-handed weapons in the same family hit harder but swing slower than their one-handed counterpart. See Skills for how weapon skills actually train.

The Swing Speed below is what the weapon does in fully-dexterous hands. Dexterity decides how fast you actually swing it — at 100 Dexterity you get the printed speed, and below that every weapon is slower, down to a floor of just over a third of it at 10 Dexterity. The penalty falls away fastest at the bottom, so the early climb is quick; the last stretch to 100 is where the fine tuning is. Agility Potions and Bless count toward it, and anything above 100 Dexterity does nothing for speed.

Swordsmanship — Swords

Combat
IconWeaponHandsBase DamageSwing SpeedDurability
Broadsword Broadsword One 13–17 2.5s 100
Cutlass Cutlass One 11–15 2.0s 90
Katana Katana One 10–14 2.0s 90
Longsword Longsword One 13–17 2.5s 100
Scimitar Scimitar One 13–17 2.5s 90
Viking Sword Viking Sword One 13–17 2.5s 100

Swordsmanship — Axes

Combat
IconWeaponHandsBase DamageSwing SpeedDurability
Axe Axe One 13–17 2.5s 100
Battle Axe Battle Axe Two 19–23 3.0s 120
Double Axe Double Axe One 15–19 2.8s 100
Executioner's Axe Executioner's Axe Two 21–25 3.3s 130
Large Battle Axe Large Battle Axe Two 22–26 3.5s 140
Two-Handed Axe Two-Handed Axe Two 21–25 3.3s 130
Bardiche Bardiche Two 22–26 3.5s 130
Halberd Halberd Two 23–27 3.8s 140

Fencing

Combat
IconWeaponHandsBase DamageSwing SpeedDurability
Dagger Dagger One 7–10 1.8s 70
Kryss Kryss One 10–14 2.0s 85
Spear Spear Two 17–21 2.8s 110
Short Spear Short Spear One 11–15 2.3s 90
War Fork War Fork Two 18–22 2.8s 110
Pitchfork Pitchfork Two 17–21 2.8s 100

Mace Fighting

Combat
IconWeaponHandsBase DamageSwing SpeedDurability
Club Club One 11–15 2.3s 90
Hammer Pick Hammer Pick One 13–17 2.5s 100
Mace Mace One 13–17 2.5s 100
Maul Maul Two 21–25 3.3s 130
Smith's Hammer Smith's Hammer One 13–17 2.5s 100
War Axe War Axe One 13–17 2.5s 100
War Hammer War Hammer Two 22–26 3.5s 140
War Mace War Mace One 14–18 2.8s 110
Quarter Staff Quarter Staff Two 17–21 2.8s 90
Black Staff Black Staff Two 17–21 2.8s 90
Gnarled Staff Gnarled Staff Two 17–21 2.8s 90
Shepherd's Crook Shepherd's Crook Two 16–20 2.8s 85

Archery

Combat
IconWeaponHandsBase DamageSwing SpeedDurability
Bow Bow Two 17–21 3.0s 80
Crossbow Crossbow Two 21–25 3.3s 90
Heavy Crossbow Heavy Crossbow Two 24–28 3.8s 100

Built from Carpentry planks, not ingots — see the Wood Tiers table below instead of Material Tiers. No arrows required to fire. Every landed hit also rolls its own bonus crit chance — 3% untrained, rising to 15% at 100 Archery, for +50% damage on the hits that crit — independent of (and stacking with) any crit chance from Virtue Binding. Wrestling trains bare-handed and has no weapon item at all.

Material Tiers

Crafting

Bonuses below are added to every non-Archery weapon's base damage and durability shown above, per metal used. Crafted at Blacksmithing.

MaterialDamage BonusDurability Bonus
Iron +0 +0
Dull Copper +1 +5
Shadow Iron +2 +8
Copper +3 +12
Bronze +4 +15
Golden +5 +20
Agapite +6 +25
Verite +8 +32
Valorite +10 +40

Wood Tiers

Crafting

The Archery-only equivalent of Material Tiers above — same bonus curve, just wood instead of metal. Crafted at Carpentry.

WoodDamage BonusDurability Bonus
Wood +0 +0
Dullwood +1 +5
Shadowwood +2 +8
Copperwood +3 +12
Bronzewood +4 +15
Goldwood +5 +20
Agawood +6 +25
Veriwood +8 +32
Valiwood +10 +40

Magic Properties

Magic

Found on monster loot only — never player-crafted (Blacksmithing/Carpentry always produce plain, mundane gear). Rarer rungs (Power, Vanquishing) are gated toward tougher monster tiers and get rarer still. Each adds a flat bonus to both ends of the weapon's damage range.

PropertyDamage Bonus
Ruin +3
Might +6
Force +9
Power +12
Vanquishing +15

Slayer Weapons

Magic

A dungeon-locked variant of Power/Vanquishing tied to one specific dungeon — can only drop from monsters in that dungeon, arrives already dyed to a color reflecting it (even before identifying), and its damage bonus only applies while actually fighting in that dungeon. Carry one anywhere else — another dungeon, town, harvesting — and it contributes nothing, mechanically identical to a plain weapon until you're back home. Because it's dead weight everywhere else, a Slayer actually drops more readily than the universal Vanquishing it mirrors, not less.

DungeonDye Color
Britain Sewers Olive Drab
Britain Graveyard Dull Grey
Vesper Graveyard Faded Blue
Destard Garnet Maroon
Despise Clay
Deceit Peridot Green-Yellow
Wrong Violet
Covetous Gold Sheen
Shame Bronze Sheen
Fire Dungeon Molten Lava
Hythloth Void Purple
Ice Dungeon Arctic White-Blue
Orc Fort Blood Red