Weapons
A weapon sets a unit's base attack damage, its damage type, and its attack range. Many weapons also carry a unique effect — bonus damage from a particular arc, splash, penetration, or a status on hit. Damage types interact with armor: Physical is reduced by physical resistance, Magic by magic resistance, and True ignores both.
| Weapon | Damage | Type | Range | Description |
|---|---|---|---|---|
| Axe | 0 | Physical | 1 | A brutal cleaving weapon. Melee (1 hex). Basic attacks always count as a SIDE hit (+10 %), whatever the target's facing: never the rear's +25 %, never the front's 0 %. |
| Bow | 0 | Physical | 1–3 | A ranged weapon: basic attacks at 1 to 3 hexes, shot over obstacle props (terrain, walls and height still block). |
| Crossbow | 0 | Physical | 4–7 | A mechanical ranged weapon: basic attacks at 4 to 7 hexes. It is Loaded at the start of rounds 1, 4, 7... and stays Loaded until fired; a Loaded shot deals +30 % damage and spends the load. Every hit pushes the target 1 hex. |
| Dagger | 0 | Physical | 1 | A swift assassin's blade. Melee (1 hex). Basic attacks from the target's REAR arc deal +30 % damage, on top of the rear arc's own +25 %. From the FRONT arc they deal -20 %. |
| Echo Focus | 0 | Magic | 1–2 | A tuning fork of black glass. Basic attacks deal MAGIC damage, scaling on Magic Power, from 1 to 2 hexes. Every damaging skill leaves an echo on each hex it hit: at the start of the next round, 50% of that hit lands on whoever stands there, friend or foe. |
| Gauntlets | 0 | Physical | 1 | Heavy armored fists. Melee (1 hex). Basic attacks push the target 1 hex away. |
| Hammer | 0 | Physical | 1 | A heavy blunt weapon. Melee (1 hex). Basic attacks splash 15 % of the damage dealt (at least 1) onto every enemy adjacent to the target, and deal +50 % to structures and board props. |
| Leech Grimoire | 0 | Magic | 1–2 | A book bound in its last reader. Basic attacks deal MAGIC damage, scaling on Magic Power, from 1 to 2 hexes. When you heal an ally with a skill, you heal 25% of what it regained. |
| Musket | 0 | Physical | 5–8 | A long-range firearm: basic attacks at 5 to 8 hexes. Firing reveals the shooter to everyone, through fog, until the next round starts. |
| Spear | 0 | Physical | 1–2 | A reach weapon: basic attacks along the six straight lines, 1 to 2 hexes, striking every enemy on those 2 hexes at full damage. Allies are passed through and allied Palisades never stop it. |
| Staff | 0 | Magic | 1–3 | A magical focus. Basic attacks deal MAGIC damage, scaling on Magic Power, from 1 to 3 hexes, and splash 50 % of the hit onto up to 2 enemies adjacent to the target, each resisting it with its own Magic Resistance and armour. |
| Sword | 0 | Physical | 1 | A balanced blade. Melee (1 hex). Basic attacks from the target's FRONT arc deal +10 % damage. |
| Wand | 0 | Magic | 1–2 | A light magical focus. Basic attacks deal MAGIC damage, scaling on Magic Power, from 1 to 2 hexes. The first skill its wielder uses each round gets a cooldown 1 turn shorter (never below 1). |
| Whip | 0 | Physical | 2–4 | A flexible lash: basic attacks at 2 to 4 hexes that pull the target 1 hex closer. |
Every weapon can take a weapon enchantment for an additional layered effect.