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Handbombs
May 6, 2026 at 10:11 PM
Initial handbomb overview covering thrown alchemy combat use.
Handbombs are thrown alchemy items in Fatekeeper. They are produced through the same three-ingredient system as potions and weapon vials, but their delivery is a thrown projectile rather than a swallowed liquid or a weapon coating. Handbombs are the Druid's primary tool for opening encounters with damage, breaking up grouped enemies, and applying area status effects.
Open encounters. Throw a bomb at a clustered patrol before drawing aggro.
Break formations. Disperse groups so the Druid can pick them off one at a time.
Apply area status. Fire-themed bombs ignite, ice-themed bombs slow or freeze, and so on.
Crowd safety. Use a bomb to clear the floor before swinging a heavy weapon that commits to recovery.
Handbombs are an alchemy output. Combine three ingredients with a handbomb base to brew. Discovered recipes can produce handbombs with unique effects.
Pyromancer support. Fire bombs add to a pyro's burst.
Ice control. Ice bombs set up Shatter against grouped enemies.
Skirmisher cleanup. Handbombs follow up after a dagger throw to finish weakened enemies.
[object Object],[object Object]The build that throws handbombs in volume.
Throw range, fuse timing, blast radius, and whether bombs can ricochet or stick are unconfirmed. The mechanic has been described in dev material; specific in-build numbers will follow.