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Weapons
April 19, 2026 at 10:57 AM
Split roster scaling grades into Rare and Epic tiers
Windrose ships with 38 named weapons spread across nine weapon classes and four rarity tiers. This overview lists every weapon in the current live item index, groups them by class and damage type, and links out to each individual weapon page. Tier labels reflect the current community consensus based on playtesting during early access.
Windrose weapons split cleanly into seven melee classes plus two unarmed fists, and three ranged firearm classes. Each class has its own moveset, stamina curve, and preferred scaling attribute.
Class | Category | Weapons | Members |
|---|---|---|---|
Melee | 7 | Arboris Saber, Broken Blade, Cutlass, Dueling Saber, Razor, Saber, Sturdy Saber | |
Melee | 4 | Dueling Greatsword, Soul Eater, Stalwart Greatsword, Two-Handed Sword | |
Melee | 4 | Rapier, Rapier of a Thousand Cuts, Rapier of Devastation, Sturdy Rapier | |
Melee | 4 | ||
Melee | 6 | Bonebreaker, Club, Crusher, Smasher, Sturdy Mace, Swamp Creature's Tooth | |
Melee | 1 | ||
Ranged | 5 | Drake's Double-Barreled Pistol, Pistol, Plague Pistol, Reliable Pistol, Worn-Out Pistol | |
Ranged | 4 | Buccaneer's Friend, Infantry Musket, Musket, Reliable Musket | |
Ranged | 3 |
Every hit deals one of three damage types. Damage type matters for armor matchups: crude blunt damage cuts through heavy plate, slash shreds unarmored targets, and pierce is the go-to for rapiers and all firearms.
Damage Type | Count | Best For | Example Weapons |
|---|---|---|---|
Slash | 10 | Curved blades and greatswords. | Broken Blade, Cutlass, Dueling Saber, Razor, Saber, Sturdy Saber, +4 more |
Pierce | 15 | Rapiers and all firearms. | Rapier, Rapier of a Thousand Cuts, Rapier of Devastation, Sturdy Rapier, Blunderbuss, Dragon's Breath, +9 more |
Crude | 11 | Blunt clubs, halberds, and unarmed strikes. | Arboris Saber, Bonebreaker, Club, Crusher, Smasher, Sturdy Mace, +5 more |
Every weapon scales with one of three combat attributes. The scaling grade (D, C, B, A, S) multiplies that attribute's contribution to the weapon's final damage. Epic variants of the "Reliable" and "Sturdy" weapon families push their scaling grade up to S, which is the single biggest damage jump in the game.
Attribute | Weapons | Notes | Examples |
|---|---|---|---|
10 | Heavy crude damage on clubs and halberds. | Arboris Saber, Bonebreaker, Club, Crusher, Smasher, Sturdy Mace, +4 more | |
14 | Fast slash damage on sabers, greatswords, and spread firearms. | Broken Blade, Cutlass, Dueling Saber, Razor, Saber, Sturdy Saber, +8 more | |
11 | Pierce damage on rapiers and long firearms. | Rapier, Rapier of a Thousand Cuts, Sturdy Rapier, Buccaneer's Friend, Musket, Reliable Musket, +5 more |
Rarity controls a weapon's base ATK and which effect line appears on the item card. Most named weapons have both a Rare and Epic variant; the Epic variant keeps the base effect and stacks an additional upgrade on top.
Rarity | Weapon Count | Notes |
|---|---|---|
Common | 2 | Starter pieces found in early encounters. |
Uncommon | 8 | Baseline crafted and looted weapons. |
Rare / Epic | 26 | Named weapons with a signature effect; the Epic variant upgrades the effect. |
Epic | 1 | Epic-only unique items. |
The tier column in the roster below reflects the current community consensus. S-tier weapons (Razor, Rapier of a Thousand Cuts, Dragon's Breath, Reliable Pistol) clear content fastest thanks to either stacking debuffs or effective scaling grades at Epic. A-tier is comfortably strong; B and C-tier are still clearable but need more setup or compensate with easier access.
Tier | Count | Weapons |
|---|---|---|
S-Tier | 4 | Razor, Rapier of a Thousand Cuts, Dragon's Breath, Reliable Pistol |
A-Tier | 5 | Cutlass, Swamp Creature's Tooth, Plague Halberd, Rapier of Devastation, Drake's Double-Barreled Pistol |
B-Tier | 4 | |
C-Tier | 10 | Broken Blade, Club, Crusher, Halberd, Rapier, Blunderbuss, Buccaneer's Friend, Musket, Pistol, Worn-Out Pistol |
Unranked | 15 | Saber, Sturdy Saber, Bonebreaker, Smasher, Sturdy Mace, Dueling Greatsword, Soul Eater, Stalwart Greatsword, Two-Handed Sword, Sturdy Halberd, Sturdy Rapier, Fists, Reliable Blunderbuss, Infantry Musket, Reliable Musket |
All 38 weapons, sorted by class. Click a weapon name to open its full page with variants, loot sources, upgrade materials, and crafting requirements. ATK values and damage numbers match the current in-game item cards; if older community lists disagree, the live in-game card wins.
Image | Weapon | Type | Class | Rarity | ATK | Damage | Scaling | Tier | Key Effect |
|---|---|---|---|---|---|---|---|---|---|
| Melee | Rare / Epic | 100 | 215 Crude | Strength (C / B) | B | Builds Plague Echoes on hits; at 5 stacks unlocks a special [F] attack. Epic: improves Temporal Health conversion from Plague Echoes. | ||
| Melee | Common | 90 | 190 Slash | Agility (C) | C | Starting saber with no special effect. | ||
| Melee | Rare / Epic | 100 | 215 Slash | Agility (B / A) | A | Take Aim! builds up to 9 stacks, each granting +10% bonus damage on the next heavy attack. Epic: attacks consume 10% less Stamina. | ||
| Melee | Rare / Epic | 100 | 220 Slash | Agility (B / A) | B | Perfect Block grants Retaliation: +8% damage per stack, up to 3 stacks. Epic: adds +10% base Critical Hit Chance. | ||
| Melee | Rare / Epic | 100 | 225 Slash | Agility (A / S) | S | +10% base Critical Hit Chance. Epic: Agility (S) and a wider Perfect Block window. | ||
| Melee | Uncommon | 100 | 210 Slash | Agility (B) | - | Standard uncommon saber with no effect text. | ||
| Melee | Rare / Epic | 100 | 225 Slash | Agility (A / S) | - | +1 Posture Point. Epic: attacks consume 20% less Stamina. | ||
| Melee | Rare / Epic | 100 | 315 Slash | Agility (B / A) | - | Perfect Block grants Retaliation: +10% melee damage per stack, up to 3 stacks. Epic: Perfect Block at max stacks restores 10% Health. | ||
| Melee | Rare / Epic | 100 | 325 Slash | Agility (C / B) | - | Special [F] attack drains enemy Health (2-minute cooldown). Epic: the drain scales with Vitality. | ||
| Melee | Rare / Epic | 100 | 310 Slash | Agility (A / S) | - | +1 Posture Point. Epic: Agility (S) and +20% Critical Damage. | ||
| Melee | Uncommon | 100 | 300 Slash | Agility (B) | - | Baseline uncommon greatsword. | ||
| Melee | Uncommon | 100 | 205 Pierce | Precision (B) | C | Baseline uncommon rapier. | ||
| Melee | Rare / Epic | 100 | 125 Pierce | Precision (C / B) | S | Hits apply Bleeding, stacking up to 5 times. Epic: Bleed damage also restores Temporal Health. | ||
| Melee | Rare / Epic | 100 | 210 Pierce | - | A | Light Attacks apply Plague marks (max 8); Heavy Attacks consume marks for bonus damage. Epic: a Heavy Attack consuming 5+ marks restores 40% of max Health. | ||
| Melee | Rare / Epic | 100 | 215 Pierce | Precision (A / S) | - | Increased Perfect Block window. Epic: Precision (S) and +20% Critical Damage. | ||
| Melee | Rare / Epic | 100 | 365 Crude | Strength (C / B) | B | Decimation stacks grant +10% Critical Hit Chance per stack (max +30%). Epic: at max Decimation grants 10% Damage Resistance. | ||
| Melee | Uncommon | 100 | 340 Crude | Strength (B) | C | Baseline uncommon halberd. | ||
| Melee | Rare / Epic | 100 | 355 Crude | - | A | Builds Plague Echoes on hits; at 5 stacks unlocks a special [F] attack. Epic: the special attack restores 35% of max Health. | ||
| Melee | Rare / Epic | 100 | 355 Crude | Strength (A) | - | +10% Critical Hit Chance. Epic: Strength (S) and +15 base damage bonus. | ||
| Melee | Rare / Epic | 100 | 300 Crude | Strength (B / A) | - | Damage scales with remaining Stamina. Epic: +10% Critical Hit Chance. | ||
| Melee | Uncommon | 100 | 280 Crude | Strength (B) | C | Baseline two-handed club. | ||
| Melee | Rare / Epic | 100 | 290 Crude | Strength (C / B) | C | Knockdown chance that scales with Strength. Epic: +10% bonus damage versus outlaws and pirates. | ||
| Melee | Rare | 100 | 225 Crude | Strength (A) | - | Knockdown chance that scales with Strength. | ||
| Melee | Rare / Epic | 100 | 295 Crude | Strength (A / S) | - | +1 Posture Point. Epic: attacks consume 15% less Stamina. | ||
| Melee | Rare / Epic | 100 | 280 Crude | A | Critical Hits trigger a Distortion burst that deals AoE damage. Epic: lower current Health increases the Distortion damage. | |||
: | Melee | - | 100 | - | - | - | Unarmed baseline; no equipment slot used. | ||
| Ranged | Rare / Epic | 100 | 420 Pierce | Precision (C) | A | Fires two quick successive shots. Epic: shots apply Vulnerability (+15% damage taken). | ||
| Ranged | Uncommon | 100 | 360 Pierce | Precision (B) | C | Baseline uncommon pistol. | ||
| Ranged | Epic | 100 | 400 Pierce | Precision (B) | B | Epic: restores 40% of damage dealt as Health. | ||
| Ranged | Rare / Epic | 100 | 380 Pierce | Precision (A) | S | Fires 3 shots without reloading. Epic: Precision (S) and +15% damage versus outlaws and pirates. | ||
| Ranged | Common | 90 | 300 Pierce | Precision (C) | C | Starting firearm with no special effect. | ||
| Ranged | Rare / Epic | 100 | 585 Pierce | Precision (B) | C | Eliminates spread while standing still. Epic: +15% bonus damage versus animals. | ||
| Ranged | Rare / Epic | 100 | 575 Pierce | Agility (B) | - | Special bayonet [F] attack; scaling is based on Agility. Epic: movement while aiming does not affect spread. | ||
| Ranged | Uncommon | 100 | 550 Pierce | Precision (B) | C | Baseline uncommon long rifle. | ||
| Ranged | Rare / Epic | 100 | 600 Pierce | Precision (A) | - | Faster reload. Epic: Precision (S) and +20% Critical Damage. | ||
| Ranged | Uncommon | 100 | 150 Pierce | Agility (D) | C | Baseline uncommon spread firearm. | ||
| Ranged | Rare / Epic | 100 | 160 Pierce | Agility (D) | S | 40% chance on hit to deal bonus Fire Damage. Epic: 60% chance and triggers a fire explosion around the target. | ||
| Ranged | Rare / Epic | 100 | 180 Pierce | Agility (C) | - | Close-range shots have a knockdown chance. Epic: shots consume less gunpowder. |
Weapon performance is tied to several other systems covered in their own articles.
Rarity System explains how Common through Epic rolls alter base ATK and effect slots.
Upgrade System covers Tumbaga, Ascension, and the conversion from Rare to Epic variants.
Upgrading Station and the
Weaponsmith Workshop are the two crafting stations used to forge and ascend weapons.
Retaliation is the Perfect Block effect shared by the Dueling Saber and Dueling Greatsword.
Combat walks through stamina, posture, and the soulslite action layer these weapons plug into.
Cannon Types covers the naval artillery tiers used on ships, which are tracked separately from handheld firearms.
Suggested picks when you need a quick "what should I use right now" answer. These track the consensus S and A-tier weapons based on current community experience.
Precision bleed rapier: Rapier of a Thousand Cuts stacks Bleeding up to five times, and the Epic variant returns Temporal Health on bleed ticks.
Agility crit saber: Razor grants +10% base Critical Hit Chance and pushes its scaling to Agility (S) at Epic.
Strength plague halberd: Plague Halberd unlocks a 35% max-Health special attack at five Plague Echoes stacks.
Distortion club: Swamp Creature's Tooth converts Critical Hits into an AoE Distortion burst that scales harder at low Health.
Fire spread blunderbuss: Dragon's Breath triggers a 60% fire explosion on Epic, the single biggest AoE proc on a firearm.
Three-shot pistol: Reliable Pistol fires three shots without reloading and gains +15% versus outlaws and pirates on Epic.
Perfect Block retaliation: Dueling Greatsword converts defensive play into +10% melee damage stacks and a 10% Health refund on Epic.
Most Rare variants drop from outlaw camps, story chests, and named bosses, while Epic variants are produced by running Ascension at the Upgrading Station with Tumbaga Ingots. A few weapons, like Buccaneer's Friend and the Plague family, are tied to Blackbeard Treasure Maps and plague-themed questlines rather than standard loot tables.
Tumbaga Ingot is the ingredient used to ascend Rare gear to Epic.
Blackbeard Treasure Maps are the main source of several named firearms.
Upgrade System documents each weapon's level path and disassembly return.
A few entries circulated in early community lists that no longer match the live item index. They are tracked here so the wiki disambiguates cleanly.
Page | Current Status | See Instead |
|---|---|---|
Disambiguation for legacy community listings. | ||
Not present on the current live weapons index. |
The five weapons craftable at the starting-tier Weaponsmith Workshop cover all three damage types and both melee and ranged. A quick side-by-side helps pick the right first commit based on your preferred scaling stat and available materials.
Image | Weapon | Damage Type | Base Damage | Grade | Materials | Notes |
|---|---|---|---|---|---|---|
Crude | 240 | B | 10x Wood, 5x Copper Ingot | Cheapest; no hide; pairs with Strength | ||
| Pierce | 230 | B | 7x Copper Ingot, 2x Rough Hide | Best for 1v1 duels; scales Precision | |
| Slash | 360 | B | 7x Copper Ingot, 2x Rough Hide | Balanced speed; scales Agility | |
| Slash | 300 | B | 10x Copper Ingot, 2x Rough Hide | Requires level-2 Weaponsmith Workshop; multi-target swings | |
| Pierce | 360 | B | 10x Wood, 5x Copper Ingot | Ranged option; burns gunpowder per shot |
Opening pick recommendations: players leaning into Strength or Mastery should start with the Club because it avoids the Rough Hide cost entirely and pairs naturally with Crusher talents. Players planning an Agility build (saber + two-handed sword) should prioritize the Saber first, then the Two-Handed Sword once the Weaponsmith Workshop is upgraded to level 2. Precision builds default to the Rapier for melee and the Pistol for ranged, but the Pistol costs gunpowder per shot, which stays scarce in the early game. Keeping a melee primary and a ranged secondary from this starter pool is the typical loadout shape that carries into the Foothills tier.