EVILBANE features four weapon types split across two categories. Two are melee and two are ranged, and the system is built so that you always carry one melee weapon and one ranged weapon at the same time. You switch between them freely on the fly, which is the foundation of the game's Combat. Rather than committing to a single style, your loadout is meant to cover both close range and distance, and the right swap at the right time is where a fight is won.
Weapon Types
Weapon | Type | Role / Notes |
|---|---|---|
Greatsword | Melee | A heavy close-range option for committed, hard-hitting attacks. |
Dual Blades | Melee | A faster close-range option built around quick, repeated strikes. |
Bow | Ranged | A distance weapon; ranged play feels shooter-like in the third-person camera. |
Gauntlet | Ranged | A ranged option for pressuring enemies from afar with shooter-like feel. |
Two Sets of Names
The four weapons above are the set players actually handled in the public playable demo. The developer's own account of the reveal trailer names a different pairing for the same two slots: a one-handed sword and a greatsword up close, a crossbow and a spread bow at range. Both accounts agree on the shape of the system, four types with one melee and one ranged carried at once, so the likeliest reading is that the lineup was still moving between builds rather than that either account is wrong. Until the team publishes a final list, treat neither set as locked.
Showing | Melee | Ranged |
|---|---|---|
Public playable demo | Greatsword, Dual Blades | Bow, Gauntlet |
Reveal trailer, as described by the developer | One-Handed Sword, Greatsword | Crossbow, Spread Bow |
Carrying and Swapping
Every character equips one melee weapon and one ranged weapon together and switches between them mid-fight. This means you do not pick a single weapon for an encounter; you bring a pairing and flow between the two ranges as the situation demands. The melee and ranged interplay is covered in more depth on the Combat page.
Weapons and Skills
Weapons are not just for basic attacks. A character takes two Active Skills into a mission, and they come from the weapons in that loadout. Those two sit alongside the two customizable abilities of the Heavenstone System. Because your active skills come from the weapons you carry, your choice of pairing also shapes the abilities you can use in a fight.
Stats Not Yet Public
Individual weapon stats have not been released. There are no public damage values, attack speeds, ranges, or scaling numbers for any of the four weapon types yet. This page lists what has been confirmed about the weapon lineup and how it is carried, and the numeric detail will be added once it is officially shared.