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Equipment and Crafting
August 17, 2026 at 02:46 AM
Reworded the no-helmets confirmation to reference the developer Q&A directly
Coen 's starting weapon is Peregrini Aurorae (Dawn's Pilgrim), the sword he carries during the day. It is not the only weapon he can wield. Rebel Wolves confirmed in July 2026 that the game carries several classes of sword, each with its own weight and attack speed, and that Coen can also pick up weapons that are not swords at all.
Weapon Class | Notes |
|---|---|
Short swords | The fastest of the sword classes. Quicker swings at the cost of reach and weight behind each hit. |
Long swords | The middle option, and the class Peregrini Aurorae belongs to. |
Great swords | The heaviest class. Slower to swing, with the trade-off pushed toward damage and reach. |
Axes | Confirmed as pickups found in the world rather than a starting option. |
Other weapons | The studio has said further weapon types can be picked up along the way, and singled out a pickaxe as one of them. The full list has not been published. |
The classes are distinguished by feel rather than by a separate movelist: the studio's framing is that they "feel differently and affect how fast you attack" within the same directional system. There are still no bows, crossbows, or other ranged weapons. At night, Coen's claws replace whatever he was carrying, and claw combat becomes the nighttime weapon system outright.
The game includes both light and heavy armor variants. Equipping heavier armor requires investment in the relevant skill tree. You can't just put on plate mail without training for it. There are no helmets. The developers confirmed this in the January 2026 Q&A, keeping Coen's face visible at all times.

Magical rings, amulets, and talismans are part of the equipment system. These items have rarity indicators, suggesting a loot quality tier system. Cosmetic outfits are also available, though there is currently no transmog system (the developers have said they are "considering" it).
Crafting focuses on consumables rather than weapons or armor. The system is alchemy-based. Players create tinctures and concoctions that are useful both in and out of combat. This echoes the alchemy systems from The Witcher series, which is unsurprising given the development team's background. Specific recipes and ingredients have not been detailed in public materials.

New Hex Magic spells are found as ancient scrolls hidden throughout the world. Discovering a scroll is not enough. Players must also invest skill points to learn the spell it contains. This ties magical progression to both exploration (finding the scroll) and character development (spending the points).
Weapon techniques are not bought with points alone. Books found out in the world unlock new techniques and combat abilities outright, which makes searching ruins, libraries and abandoned houses a route to build progress rather than only to loot. Passive perks bought through the Skill Trees then support whichever approach the player is building toward, whether that is defence and counterattacks or mobility and constant pressure.