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Index of the weapon families that ship in the Fatekeeper Early Access build: swords, axes, daggers, clubs, and two-handed weapons, plus the blunt maces and hammers the Shatter mechanic names. Halberds and staves do not exist in the game.
Swords in Fatekeeper. The balanced melee family, and the six named swords in the build, all of them two-handed.
Weapon oils and vials in Fatekeeper. Elemental coatings applied to a weapon for several swings, and the single named coating that exists so far.
Axes in Fatekeeper. Heavy one-handed choppers with high single-hit damage, and the five named axes in the Early Access build.
Handbombs in Fatekeeper. Thrown alchemy items for area damage and crowd control, plus the placeable trap and the throwable corpse.
Fatekeeper has no staff or wand weapon family. Magic is cast from the spell schools and the skill tree rather than through an equipped implement.
Daggers in Fatekeeper. Fast skirmisher weapons with leaping-dash and boomerang-throw nodes, and the five named daggers in the build.
Hammers in Fatekeeper. Two-handed blunt weapons with stagger-heavy swings, ideal for the Shatter build against tough enemies.
Fatekeeper has no halberd or polearm weapon family. What the Early Access build ships instead, and where the confusion comes from.
Maces in Fatekeeper. Blunt force weapons that anchor the Shatter build with frozen enemies.
Clubs in Fatekeeper. The blunt Shatter option, currently backed by a single two-handed entry in the Early Access build.