Weapons are the physical tools that Huaxia: Warring States characters bring to the field. Demo-era documentation reported about twenty-two weapon categories in the build, ranging from common sidearms to heavy battlefield arms. The structural shape below has held across the launch window; specific category counts and per-weapon stats can shift between Early Access patches.
Weapon Families
Weapons cluster into broad families. The exact in-game labels can vary between localisation passes, but the families themselves are stable.
Family | Examples | Role | ||
|---|---|---|---|---|
Swords | Jian, dao, twin-blade variants | Balanced personal melee, wide compatibility with martial arts | ||
Polearms | Spear, halberd, glaive, dagger-axe | Reach, single combat against mounted opponents, mass formation in army battles | ||
Heavy weapons | Maces, hammers, large axes, two-handed staves | Armor breaking and shock damage | ||
Bows and crossbows | Long bows, recurve bows, crossbows, repeating crossbows | Ranged personal combat and ranged unit support | ||
Hidden weapons | Throwing daggers, darts, concealed blades | Surprise attacks, rogue and assassin builds, infiltration support | ||
Ceremonial weapons | Rare or storied arms tied to specific schools or factions | Often gated by quest, school study, or a | find |
Weapons, Martial Arts, and Cultivation
A weapon is one of three connected layers in personal combat. The other two are the studied martial art and the chosen cultivation path. Real combat strength comes from aligning all three.

The five-element, yin-yang, and eight-trigrams systems govern how the layers interact. A wood-aligned spear in the hands of a wood-aligned martial artist with a wood-favoured cultivation will outperform the same character with a fire-aligned weapon they have no affinity for. The damage numbers will look comparable on the stat screen and very different in practice.
How to Acquire a Weapon
Weapons are acquired through several routes during a typical playthrough:

Looted from defeated enemies, secret-realm chests, or fallen masters.
Crafted at the homestead forge by a smith retainer using gathered or purchased materials.
Bought from city blacksmiths and travelling merchants. Higher-tier weapons are gated by faction reputation, school affiliation, or a quest unlock.
Awarded by a school of thought or a faction following a major quest, recruitment chain, or duel.
Improving a Weapon
Most weapons can be upgraded with materials at the forge. Upgrades increase raw stats and sometimes unlock special modifiers tied to the weapon's family. Rare weapons may have unique upgrade paths or storied modifiers that interact with specific martial arts or schools. Repair is also part of the loop; a weapon that has seen heavy combat without maintenance loses effectiveness even before it breaks.

Equipment Durability
Weapons and armor lose durability as they are used and need repair over time. A June 2026 update softened this so maintenance is less constant. Per-hit durability consumption was cut substantially, in the range of roughly 80 percent to 50 percent less per strike depending on the item (for example, a value that previously dropped by 1 per attack now drops by about 0.2 to 0.5), which roughly doubles how long a piece lasts before needing repair.
The same update raised the starting condition of looted gear: the initial random durability ceiling on dropped equipment went up from 70 percent to 90 percent, so found weapons and armor arrive closer to full. Durability consumption can also be tuned in the difficulty settings, and that setting can be changed at any time after a run begins for players who prefer faster wear or none at all.
Weapons in Strategic Battles
On the strategic battle layer the personal weapon matters less than unit composition. Bows favour ranged units, polearms favour spearmen, heavy weapons favour shock infantry. The player's personal weapon still matters when they enter a wing as a leader; a spear-wielding commander leading spear infantry produces different results than the same commander wielding a sword.
Related Pages
Martial Arts: studied techniques that pair with weapon families.
Cultivation Paths: internal progression that boosts the weapon-art pairing.
Combat System: the wider melee and strategic combat overview.
Clans and Homesteads: where most weapon crafting happens.