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Weapons
April 15, 2026 at 09:40 PM
Add scaling-icon legend, axe-vs-saber early comparison, AoE heavy-attack farming, repair-vs-executioner, and precision elixir synergy
Windrose features over 61 unique weapons across multiple categories at the April 2026 Early Access launch. Weapons are the primary means of dealing damage in combat and differ in damage type, attack speed, scaling attributes, rarity, and special effects. Weapons can be looted from various sources or crafted at the Weaponsmith Workshop.
Every weapon deals one of three damage types. Matching the right damage type to an enemy's weakness significantly improves combat effectiveness.
Damage Type | Description | Weapon Categories |
|---|---|---|
Slash | Cutting damage effective against unarmored targets | Sabers, greatswords, two-handed swords |
Pierce | Penetrating damage effective against armored targets | Rapiers, pistols, muskets, blunderbusses |
Crude | Blunt damage effective against undead and skeletons | Clubs, maces, halberds |
Weapons scale with one or more of the core character attributes from the talent system. Scaling is graded S (strongest), A, B, C, and D (weakest). Investing attribute points into the stat a weapon scales with increases that weapon's damage output.
Attribute | Primary Weapon Types |
|---|---|
Strength | Clubs, maces, halberds |
Agility | Sabers, greatswords, two-handed swords, blunderbusses |
Precision | Rapiers, pistols, muskets |
Vitality | F-attack damage on some weapons (e.g., Ghost Captain's Sword) |
Endurance | Some weapons scale damage with stamina pool size |
Weapons come in four primary rarity tiers during Early Access. Higher-rarity weapons have improved base stats and carry unique special effects.
Rarity | Description |
|---|---|
Common | Basic weapons with minimal stats. Found early in the game (e.g., Broken Blade, Worn-Out Pistol, Fists) |
Uncommon | Standard weapons with solid baseline stats. The workhorses of mid-game (e.g., Saber, Rapier, Musket, Halberd, Club) |
Rare | Weapons with one special effect. Found through exploration and dungeon loot (e.g., Razor, Soul Eater, Reliable Musket) |
Epic | The strongest weapons with multiple special effects. Endgame gear (e.g., Epic Reliable Musket, Sturdy Halberd) |
Legendary / Mythic | Listed in the database but no items currently documented at these tiers in Early Access |
Fast one-handed weapons dealing slash damage. Sabers are versatile all-rounders that scale with Agility, making them a natural fit for builds that also invest in dodge effectiveness.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Broken Blade | Common | 90 | 195 Slash | Agility C | None |
Saber | Uncommon | 100 | 225 Slash | Agility B | None |
Razor | Rare | 100 | 245 Slash | Agility A | +10% Critical Hit Chance |
Quick thrusting weapons dealing pierce damage. Rapiers scale with Precision and reward a patient, counter-heavy fighting style. Some rapiers widen the Perfect Block window, making them excellent for parry-focused builds.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Rapier | Uncommon | 100 | 230 Pierce | Precision B | None |
Rapier of a Thousand Cuts | Rare | Varies | Pierce | Precision | Bleeding stacks up to 5 times at 40 damage per second per stack |
Slow, heavy weapons dealing massive slash damage per hit. Greatswords are excellent for staggering enemies and breaking guard. The Captain's Greatsword is notable for its Retaliation effect, and the Soul Eater for its health drain ability. Greatswords were highlighted at the December 2025 PC Gaming Show as a confirmed weapon category.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Two-Handed Sword | Uncommon | 100 | 300 Slash | Agility B | None |
Soul Eater | Rare | 100 | 325 Slash | Agility C | Special attack drains Health from nearby enemies (2 min cooldown) |
Captain's Greatsword | Rare/Epic | Varies | Slash | Agility | Retaliation +15% Melee Damage per Perfect Block (max 3 stacks); max stacks restore 10% Health on parry |
Blunt weapons dealing crude damage. Clubs are particularly effective against undead enemies and skeletons. They scale with Strength and are good at breaking enemy guard.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Club | Uncommon | 100 | 240 Crude | Strength B | None |
Blunt one-handed weapons dealing crude damage, confirmed in Worthplaying's launch coverage as part of the melee arsenal. Maces fill a similar role to clubs but tend to scale with Strength and offer somewhat different moveset timings. Specific named maces are not yet broadly documented in community resources; check the in-game weapon catalog for the current roster at Early Access launch.
Polearm weapons with long reach, dealing crude damage. Halberds excel at crowd control and keeping distance from enemies. The Plague Halberd applies corruption stacks for damage over time.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Halberd | Uncommon | 100 | 310 Crude | Strength B | None |
Sturdy Halberd | Epic | 100 | 355 Crude | Strength S | +15% Critical Hit Chance, +15 base damage |
Plague Halberd (Rare) | Rare | Varies | Crude | Strength | Corruption stacks on hit; at 5 stacks unlocks F-attack |
Plague Halberd (Epic) | Epic | Varies | Crude | Strength | Deals Crude Damage; restores 35% of max Health at 5 Corruption stacks |
Executioner | Rare | 100 | Crude | Strength | Grants Rage stacks for Critical Hit Chance; +10% Crit Chance per kill, max 3 stacks (30%) |
Close-to-mid range firearms dealing pierce damage. Pistols are sidearms that complement melee weapons for finishing off enemies or pulling them from groups.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Worn-Out Pistol | Common | 90 | 300 Pierce | Precision C | None |
Pistol | Uncommon | 100 | 360 Pierce | Precision B | None |
Long-range firearms dealing heavy pierce damage. Muskets have the highest per-shot damage in the game but reload very slowly. They scale with Precision and are best used to open fights or snipe weak points.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Musket | Uncommon | 100 | 550 Pierce | Precision B | None |
Reliable Musket (Rare) | Rare | 100 | 600 Pierce | Precision A | Reloads faster than standard muskets |
Reliable Musket (Epic) | Epic | 100 | 600 Pierce | Precision S | Faster reload; +20% Critical Damage |
Spread-fire ranged weapons effective at close range. Blunderbusses have a chance to knock enemies down at close range, making them useful for crowd control. The blunderbuss was highlighted alongside the greatsword and Grenadier enemy at the December 2025 PC Gaming Show.
Name | Rarity | ATK | Damage | Scaling | Special Effect |
|---|---|---|---|---|---|
Blunderbuss | Uncommon | 100 | 150 Pierce | Agility D | None |
Reliable Blunderbuss | Rare | 100 | 180 Pierce | Agility C | Small chance to knock enemies down at close range |
Several weapons carry supernatural properties, hinting at the deeper dark forces in the game world:
Weapon | Description |
|---|---|
Plague Halberd | "Wounds the body, destroys the soul." Applies stacking corruption damage. |
Arboris Saber | Channels plague energy for special attacks. |
Soul Eater | Described as having belonged to the Ghost Captain, implying ghost ships and spectral pirate entities. |
Dragon's Breath | Spits a cone of flame, suggesting magical weapon sources beyond mundane crafting. |
Ghost Captain's Sword | Drains Health from nearby enemies on F-attack (2-minute cooldown); damage scales with Vitality. |
Craft at the Weaponsmith Workshop using gathered materials
Loot from defeated enemies and supply crates at pirate camps
Find in dungeon treasure chests
Upgrade existing weapons at crafting stations with materials and special upgrade items
Ascend Rare weapons to Epic using Tumbaga Ingots from Blackbeard Treasure Maps
Disassemble unwanted weapons at the Disassembly Bench for partial material recovery
Cannon Types - Guide to the 12-Pounder Cannon, cannonball and bar shot ammo, and planned future cannon types
Naval Combat - Ship battles, broadside volleys, boarding actions, and wind-based maneuvering
Soulslite Combat - Guard/poise system, parrying, Retaliation, dodge mechanics, and weapon effects
Boarding - Ship boarding process, crew behavior, on-deck melee combat, and loot
Armor and Equipment - Armor sets, equipment rarity, set bonuses, and gear progression
Upgrade System - Weapon and armor upgrading, rarity ascension, Tumbaga Ingots, and the Disassembly Table
Each weapon tooltip displays a letter grade (A through D, with S reserved for the strongest rolls) alongside a small icon that identifies which attribute the grade applies to. The icons map to the six character attributes:
Jumping rabbit: Agility. Sabers, greatswords, and blunderbusses scale with Agility.
Flexed arm (strength symbol): Strength. Clubs, maces, and halberds scale with Strength.
Crosshair or target: Precision. Rapiers, pistols, and muskets scale with Precision.
Skull with crown: Mastery. Adds flat critical hit chance and generally pairs with any weapon, though its value is low in the early game.
Heart: Vitality. Scales the F-attack damage of certain weapons such as the Ghost Captain's Sword.
Stamina bolt: Endurance. A few weapons scale with the size of the stamina pool.
The letter grade alone is not enough. A C-grade Precision on a rapier is not worse than an A-grade Mastery on a saber; the two grades scale different attributes. Match the weapon's icon to the stat you actually plan to invest in, then compare grades within the same attribute.
A recurring surprise for new players is that the starting copper axe is a better weapon than the starting saber for the first few hours. Raw damage at equal upgrade tier favors the axe by a wide margin (roughly 255 slash on the copper axe versus 190 on the starting saber). Until you find a proper uncommon or rare saber, swing the axe in combat and save the saber for the moment a scaling build comes together.
This does not mean the axe remains a good weapon long-term. It has no special effects, a limited moveset, and no viable scaling path because it does not benefit from any talent tree. Treat it as the default training weapon for the first island, then retire it the moment a proper agility or strength build takes shape.
Heavy attacks have a wider swing arc than light attacks. When mining clustered deposits (copper veins, stone groups, or timber stacks near the shore), walking into the middle of the cluster and using heavy swings hits multiple nodes per animation. On dense copper clusters this can be two or three times faster than light-swing pecking. The downside is stamina cost, so pair heavy-swing farming with the rested buff from a comfort level ten base.
Two rare weapons ship with opposite design philosophies and players often carry both:
Repair-type weapons (for example, certain rapiers and sabers with the Rapier of a Thousand Cuts or Rapier of Devastation line) favor living targets that can bleed. Their bonus effects scale with sustained damage over time, which matters on tanky humans, boars, and officers.
Executioner-type weapons (such as the Executioner) favor undead and non-bleeding targets. Their Rage effect stacks on kill, so the weapon snowballs through skeletons and plague creatures where bleed would not trigger.
Carrying one of each lets you swap on the fly when the mob type changes. Because bandages and potions ride the hotbar and equipped weapons do not consume inventory slots, the dual loadout costs nothing in carry space.
Ranged Precision builds get a notable multiplier from the Elixir of Precision, which boosts ranged damage by 13% for the buff duration. Combined with the +15% ranged damage bonus from the four-piece Marksman's Rig armor set and the Marksman talent branch passives, a musketeer loadout can stack the buff types without overlap. Apply the elixir before engaging Blackbeard ship patrols or boss fights rather than random overworld mobs.