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
Axe35Physical1A brutal cleaving weapon.
Berserker Axe32Physical1An axe enchanted to deal more damage at low health.
Bow14Physical3A ranged weapon effective at medium distance. Can shoot over obstacles and partial cover.
Crossbow0Magic4–7A mechanical ranged weapon. Gains Loaded status every 3 rounds for +50% damage.
Cursed Sword30Physical1A cursed blade that amplifies strikes but leaves wielder vulnerable.
Dagger25Physical1A swift assassin's blade.
Explosive Hammer28Physical1A hammer with explosive runes that deal AOE damage.
Frozen Spear25Physical2A spear imbued with frost that slows enemies.
Gauntlets0Physical1Heavy armored fists. Pushes the target 1 hex away after dealing damage.
Hammer33Physical1A heavy blunt weapon.
Musket0Magic5–8A long-range firearm. Reveals attacker's position with a red marker visible until round end.
Spear30Physical2A reach weapon effective at short-to-medium range. Can strike over allied units without obstruction.
Staff03–5A magical weapon. Attacks hit a small AOE (target plus 2 adjacent hexes).
Swift Dagger20Physical1A lightweight dagger enchanted for quick movement.
Sword30Physical1A balanced melee weapon. Deals bonus damage when attacking from the front arc.
Vampiric Scythe25Physical1A scythe that drains life from victims to heal the wielder.
Wand02–4A magical focus. Reduces all skill cooldowns by 1 turn when used.
Whip0True2–4A flexible lash. Pulls the target 1 hex closer after dealing damage.

Every weapon can take a weapon enchantment for an additional layered effect.