Swords of Legends gives the hero Sipan an unusually deep weapon roster. The developers have said the game ships with well over a dozen weapon classes, and each class has its own dedicated moveset and combat style, so two weapons genuinely feel and flow differently in the hands. Weapons unlock gradually as the adventure progresses, leaving something new to find and collect at almost every stage.

Weapon Variety
Some weapon families are carried over from the long tradition of the Gujian series, including sabers, spears, swords, and greatswords. Alongside those familiar arms, the studio designed a fresh set of weapons drawn from traditional Chinese armaments, adding new options and a new feel to this entry. In the gameplay footage the hero is seen switching mid-fight between a one-handed sword and a guandao polearm, underlining how readily Sipan can change approach during a single encounter.
Weapon Class | Origin | Combat Role |
|---|---|---|
Sword | Carried over from the series | Balanced single-blade fighting, quick to switch into for close pressure. |
Saber | Carried over from the series | A curved blade tradition of the lineage, built around fast slashing. |
Spear | Carried over from the series | Reaching thrusts that keep enemies at a measured distance. |
Greatsword | Carried over from the series | Heavy, sweeping strikes for slower but more punishing hits. |
Guandao (Polearm) | Shown in gameplay | A long-handled blade the hero swaps to for wide, reaching attacks. |
Traditional Chinese Arms | New to this entry | A set of fresh weapons built from historical Chinese armaments, expanding the moveset roster. |
Weapons and Skills
The July 2026 hands-on build showed that this extends to defence as well as attack. Because the game has no dedicated block or parry button, a parry can be slotted onto a weapon as a skill: a player who put a heavy parry skill on a greatsword could bait a boss into attacking and punish it with a riposte. That parry drew on the same mana pool the artifacts use, and mistiming it left the player open, so the choice of which skills to carry on which weapon shapes how risky a fight feels. The defensive side of the system is set out under Combat.
Attack skills come from a blend of the weapon and the player. Some moves are tied to the weapon class itself, while others are chosen by the player, and how they are combined comes down to personal habit and what a player gravitates toward in a fight. The weapon roster is only one pillar of the hero’s kit, sitting alongside the divine artifacts and the summoned allies of the Spirit Companion System. Cycling between all three and combining them tactically is the heart of combat.
For the broader fighting system see Combat, for the relic side of the kit see Divine Artifacts, and for the set-piece fights that test every weapon see Bosses.