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The armory

Weapons

Your weapon is your basic attack: its reach, its rhythm and what it costs you. Pick it before every fight.

Choosing a weapon

Your basic attack comes from your weapon, free to choose at any time outside a fight, in the Spellbook, on every preparation and in a draft. There are nine, and each fights in its own way.

In melee: the sword cuts a wide cone. Sword and Shield hits softer, but the shield takes part of every hit from the front. The greatsword cleaves wider and farther; wait a moment between swings and the next one lands harder. Daggers stab quickly and hit harder from behind. Every third blow of the mace that lands stuns. The spear thrusts through a whole line at long reach, but is weak up close.

From afar: the bow shoots an arrow that can be dodged. The staff fires a short bolt of Light that pierces every enemy in its line. The wand fires a quick bolt of Shadow that turns after its target. Staff and wand grow with Spell Power.

Ranged weapons shoot while standing: after each shot you move slower for a moment. Against monsters they hit far harder than against heroes, so every weapon clears a dungeon about as fast. Every weapon wins about as often as the others; pick the one that fits your abilities.

Your weapon slot keeps its stats and takes the look of the weapon you fight with.

The nine weapons

  • Melee

    Sword

    A swing that hits every enemy in a cone in front of you. The strongest basic attack, but you have to stand in reach of your enemies.

    • Damage: 93
    • Range: 2 m, 100°
    • One swing every 0.6 s
  • Melee

    Sword and Shield

    A short swing behind a raised shield that takes part of every hit from the front. The safest weapon at the front line, a little slower and shorter than the sword.

    • Damage: 96
    • Range: 1.9 m, 100°
    • One swing every 0.7 s
  • Melee

    Greatsword

    A wide two-handed cleave. Wait a moment between swings and the next one lands harder, but each swing slows you.

    • Damage: 78
    • Range: 2.2 m, 120°
    • One swing every 1.3 s
    • After 2.5 s without a swing: 30% more damage
  • Melee

    Daggers

    Quick stabs with a blade in each hand, harder from behind. The fastest melee weapon, with the shortest reach.

    • Damage: 74
    • Range: 1.7 m, 70°
    • One swing every 0.42 s
    • From behind: 50% more damage
  • Melee

    Mace

    A slow, heavy blow. Every third blow that lands stuns for a moment and breaks a cast, but a miss wastes a long swing.

    • Damage: 143
    • Range: 2 m, 80°
    • One swing every 1.05 s
    • Every third blow that lands stuns for 0.4 s
  • Melee

    Spear

    A long thrust that hits everyone in its line. You keep enemies at a distance, but up close the thrust is weak.

    • Damage: 52
    • Against monsters: 90 per hit
    • Range: 3.4 m, everyone in the line
    • One thrust every 0.85 s
    • Closer than 1.3 m: 60% of the damage
  • Ranged

    Bow

    An arrow that hits the first enemy in its way. You fight from afar, but against heroes each arrow hits softly, and arrows can be dodged.

    • Damage: 28
    • Against monsters: 159 per hit
    • Range: 9 m, the first enemy hit
    • One shot every 1.05 s
  • Ranged

    Staff

    A short bolt of Light that pierces every enemy in its line. It grows with Spell Power, but reaches only a few meters.

    • Damage: 33, Light
    • Against monsters: 180 per hit
    • Range: 5 m, pierces every enemy
    • One bolt every 0.85 s
  • Ranged

    Wand

    A quick bolt of Shadow that turns after its target. It grows with Spell Power and hits softly, but it rarely misses.

    • Damage: 17, Shadow
    • Against monsters: 96 per hit
    • Range: 8 m, turns after its target
    • One bolt every 0.55 s