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Weapon types
Confirmed weapon categories:
Melee weapons
Item | Details |
|---|---|
Swords | One-handed and two-handed variants. The primary melee weapon type, with different blade lengths and weights affecting the 5-directional attack system differently |
Longswords | Two-handed swords with extended reach and heavier swings |
Maces | Blunt weapons effective against Armored enemies. Armor that deflects a sword edge still transfers the impact of a mace blow |
Morningstar maces | Spiked mace variants that combine blunt impact with piercing damage |
Axes | Chopping weapons that work differently from swords in the directional system |
Daggers | Shorter weapons suited for quick attacks and stealth finishers |
Spears | Polearms that provide reach advantage, keeping enemies at a distance |

Ranged weapons
Item | Details |
|---|---|
Bows | Standard ranged weapons for engaging enemies from a distance |
Longbows | Higher-powered bows with greater range and draw time |
Crossbows | Mechanical ranged weapons that trade rate of fire for stopping power |
Defensive equipment
Shields: Used for blocking in the directional combat system. Heater shields specifically confirmed
Firearms are not planned for launch. The developers have said they haven't been ruled out for post-release updates, but the medieval focus keeps the arsenal grounded in period-appropriate weaponry.
Modular weapon system
Weapons aren't single items. Each weapon is composed of multiple components that can be individually swapped, upgraded, and customized. A sword, for example, has four separate parts: hilt, crossguard, blade, and scabbard. Two players with "swords" might be carrying very different weapons depending on which components they've assembled. Each component has its own rarity and condition values.
Weapon movesets through crafting
Players unlock new combat movesets through the crafting progression system. Upgrading weapons at the artisan NPC doesn't just improve stats. It can unlock new attack combos and techniques specific to that weapon type. This means the crafting system directly expands your combat options, not just your damage numbers.

Armor system
Armor follows the same modular approach as weapons. A bascinet helmet, for instance, is composed of three separate pieces: a coif (the chain mail hood), the bascinet shell itself, and a visor. Each piece has its own rarity and condition. Heavier armor provides better protection but generates more noise, directly affecting stealth viability. Players can loot and wear armor taken from dead enemies.
The developers are "aiming for a wide number of European visual influences" for armor designs. Players can recolor armor and change crests on pieces that support it, giving each character visual identity within the realistic medieval aesthetic.
Rarity and condition
All equipment has both a rarity tier and a condition value. Higher rarity items have better base stats. Condition reflects how worn the item is. Both rarity and condition affect combat performance. A legendary sword in poor condition might perform worse than a common sword in pristine shape. Resources found during runs also come in different rarity levels, with rarer materials needed for higher-tier upgrades.
Crafting
An artisan NPC at the camp handles weapon and armor upgrades. Players bring materials and coins gathered during runs to upgrade specific components. The crafting system has two branches:
Weapons and armor
Upgrade individual components to improve their stats, unlock new movesets, and change their appearance. The modular system means you can focus investment on the parts that matter most for your playstyle rather than treating each weapon as a monolithic upgrade path.

Remedies
Item | Description |
|---|---|
Bandages | Healing items for field treatment |
Torches | Light sources for dark areas and dungeons, also potentially useful as improvised weapons |
Herbs | Crafting ingredients gathered during runs, used to create remedies |
Potions | Stat-boosting or healing consumables crafted from herbs and other materials |
Gear degradation
All equipment degrades through use. The September 2025 devlog confirmed breakable gear as a system actively in development. A sword gets duller with each fight. Armor dents and weakens with each hit absorbed. This creates ongoing resource pressure: even a successful run that nets valuable loot requires investment to maintain that gear for the next mission. Players who neglect maintenance risk having critical equipment fail mid-run.
Extraction stakes
Everything you carry into a run is at stake. If your Writhen dies, all their equipment is gone permanently. Successfully extracting means keeping every piece of loot picked up during the mission. A rare morningstar found deep in a dangerous dungeon creates genuine tension on the way back to the extraction point. The system gives every item real weight.