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Pistols
April 19, 2026 at 09:57 PM
Added passive off-hand reload mechanic

Pistols are one-handed sidearm firearms that scale with Precision. They use the off-hand slot alongside a main-hand melee weapon, making them the default pick for hybrid Precision builds that want both a reliable melee opener and a burst ranged option.
Windrose currently exposes five pistols: a Common starter, an Uncommon baseline craft, an Epic-only plague variant, and two Rare/Epic named variants. All deal Pierce damage. ATK figures below are the Item Level 15 max shown on each weapon's item card.
Image | Weapon | Rarity | ATK (Lvl 15) | Damage | Scaling | Key Effect |
|---|---|---|---|---|---|---|
| Common | 90 | 300 Pierce | Precision (C) | No special effect listed. | |
| Uncommon | 380 | 360 Pierce | Precision (B) | No special effect listed. | |
| Epic | 380 | 400 Pierce | Precision (B) | Restores 40% of dealt Damage as Health. | |
| Rare / Epic | 380 | 380 Pierce | Precision (S) | Can fire 3 shots without reloading. | |
| Rare / Epic | 380 | 420 Pierce | Precision (B) | Can fire two quick shots in succession. |
Ascending a Rare variant to Epic adds one more effect on top of the Rare effect. The exact bonus varies per weapon:
Weapon | Epic Bonus |
|---|---|
Deals 15% bonus Damage to pirates, outlaws, and other cutthroats. | |
Shots apply Vulnerability effect to the target. All Damage dealt to affected targets is increased by 15%. |
Every Rare/Epic weapon in this category shares the same scaling mechanics. Ascending a Rare variant at the Weaponsmith Workshop preserves the Rare effect and stacks the Epic bonus on top. The Reliable-line firearms in every class jump to Precision (S) or Agility (B) at Epic, which is the single largest scaling jump in the ranged roster.
Common: 1 weapon.
Uncommon: 1 weapon.
Epic-only: 1 weapon.
Rare / Epic: 2 weapons.
Total: 5 weapons currently on the live item pages.
Base recipe is Wood x10 plus Copper Ingot x5 at the Weaponsmith Workshop Level 1 (Plague Pistol substitutes Copper Ingot x3 plus Ingot Arborum x5). Level 6-10 upgrades swap to Hardwood plus Foothills Iron Ingot. Level 11-15 upgrades swap to Hardwood plus Mire Metal Ingot. Master's Tools becomes a required ingredient from Level 7 onward. One-handed pistols ascend with Tumbaga Ingot x7.
Precision primary, Agility or Vitality secondary. The Reliable Pistol 3-shot clip plus a Rare rapier or saber main-hand is the canonical hybrid duelist. Drake's Double-Barreled Pistol's Vulnerability setup pairs well with burst melee finishers. Plague Pistol's lifesteal fuels bruiser main-hands (clubs, halberds) that can soak damage while the pistol refills the health bar.
Ranged Weapons for the full firearm index.
Weapons for the cross-class roster including melee weapons.
Gunpowder is the ammunition every firearm consumes.
Upgrade System covers Rare-to-Epic ascension with Tumbaga Ingot.
Weaponsmith Workshop is the crafting and ascension station for every entry in this category.
Pistols reload on a passive timer while they are holstered in the off-hand. A Precision duelist running a rapier main-hand and a pistol off-hand can swing the rapier through a full combo and the pistol's reload meter continues to count down in the background. Once the reload finishes, the pistol is ready to fire again without any manual reload input.
Why this matters. The passive reload window is the mechanical reason pistol plus one-handed melee works as a burst rotation. A typical pattern: swing the rapier to build stacks or marks, swap to the pistol to fire into the head for a guaranteed critical hit, swap back to the rapier while the pistol passively reloads, then swap again when the reload is full. A Reliable Pistol with its three-shot clip gets the most mileage from the passive reload because each reload cycle brings back three shots at once, but every pistol benefits from never having to stand still to manually reload.
Keep a stockpile of Gunpowder and the appropriate bullet tier ready before boarding actions or boss fights. Passive reload refills the chamber, not the ammunition pool, so running out of either gunpowder or bullets stops the loop the moment the first empty trigger pull happens.