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.

WeaponDamageTypeRangeDescription
Axe0Physical1A 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 %.
Bow0Physical1–3A ranged weapon: basic attacks at 1 to 3 hexes, shot over obstacle props (terrain, walls and height still block).
Crossbow0Physical4–7A 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.
Dagger0Physical1A 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 Focus0Magic1–2A 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.
Gauntlets0Physical1Heavy armored fists. Melee (1 hex). Basic attacks push the target 1 hex away.
Hammer0Physical1A 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 Grimoire0Magic1–2A 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.
Musket0Physical5–8A long-range firearm: basic attacks at 5 to 8 hexes. Firing reveals the shooter to everyone, through fog, until the next round starts.
Spear0Physical1–2A 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.
Staff0Magic1–3A 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.
Sword0Physical1A balanced blade. Melee (1 hex). Basic attacks from the target's FRONT arc deal +10 % damage.
Wand0Magic1–2A 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).
Whip0Physical2–4A 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.