Weapons
Index of weapons in Fatekeeper. Maces, swords, daggers, hammers, clubs, axes, halberds, two-handed weapons, and staves.
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Weapons in Fatekeeper are described in dev material as echoes of old traditions: each piece carries character, history, and a distinct feel. The Druid can equip two weapon sets at the same time and swap between them on demand, which gives a single build access to several melee ranges and damage profiles.

Class | Style | Notable Use |
|---|---|---|
Balanced melee. | Generalist option for most builds. | |
Heavy chopper. | Bigger commit, bigger reward. | |
Blunt force. | Cornerstone of the Shatter build. | |
Two-handed blunt. | Stagger-heavy. Top Shatter weapon for big enemies. | |
Light blunt. | Cheaper Shatter for fast play. | |
Fast skirmisher. | Leaping-dash and boomerang throw via skill-tree node. | |
Long reach. | Polearm range. Good against grouped enemies. | |
Heavy commit. | Massive single-hit damage. | |
Spell focus. | Channels ranged elemental spells. |

Weapons can be inspected up close. Lore engravings, hilt details, and weight imbalances may reveal recipes, build hints, or environmental interactions. The Weapons, Relics and Forgotten Arts dev blog calls inspection out as a core part of the loot loop.
A live-build update made the torch also function as a very basic weapon, and sped up applying a weapon oil or vial coating so the swap into a buffed weapon is quicker in a fight.
Weapon Vials and Oils - apply elemental effects to a weapon for several swings.
Handbombs - thrown alchemy items.
Throwing Daggers - daggers that boomerang back through a skill-tree node.
Pre-launch material confirms the weapon classes above. Specific named weapons, rarities, set bonuses, and unique relic-class weapons have not been disclosed. The list will expand once items are seen in the Early Access build.