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Weapons and Equipment
February 17, 2026 at 07:43 AM
Initial comprehensive article creation
Confirmed weapon categories for launch:
Swords: One-handed and two-handed variants. The primary melee weapon type
Shields: Used for blocking in the directional combat system
Bows: Ranged weapons for engaging enemies from a distance
Daggers: Shorter weapons suited for quick attacks and stealth finishers
Firearms are not planned for launch. The developers have said they haven't been ruled out for post-release updates, but the medieval focus at launch keeps the arsenal grounded in period-appropriate weaponry.
Weapons aren't single items. Each weapon is composed of multiple components. A sword, for example, has four separate parts: hilt, crossguard, blade, and scabbard. Each component can be swapped, upgraded, and customized individually. This means two players with "swords" might be carrying very different weapons depending on which components they've assembled.
Armor follows the same modular approach. 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, affecting stealth viability. Players can loot and wear armor taken from dead enemies.
The developers aim for a wide variety of European visual influences for armor designs. Players can recolor armor and change crests on pieces that support it.
Equipment has both rarity tiers and a condition value. Higher rarity items have better base stats. Condition reflects how worn the item is. Gear degrades through use and can break entirely if not maintained. Both rarity and condition affect an item's combat performance.
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 also includes a remedy branch for consumables:
Bandages: Healing items for field treatment
Torches: Light sources for dark areas, also potentially useful as weapons
Herbs: Crafting ingredients for remedies
Potions: Stat-boosting or healing consumables
All equipment degrades over use. A sword gets duller with each fight. Armor dents and weakens. This creates ongoing resource pressure: even a successful run that nets valuable loot requires investment to maintain that gear for the next mission. The degradation system fits the medieval setting and adds a resource management layer on top of the combat.
Everything you carry into a run is at stake. If your Writhen dies, all their equipment is gone. Successfully extracting means keeping every piece of loot picked up during the mission. This extraction mechanic, similar to games like Hunt: Showdown and Escape from Tarkov, gives every item real weight. A rare sword found deep in a dangerous area creates genuine tension on the way back to the extraction point.