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Weapons - Version 6 vs Version 7
Sep 7, 2026, 02:47 AM
Added the in-play character of the three hands-on weapons and noted the absence of cross-weapon combo derivations
Sep 7, 2026, 02:47 AM
Added topic tags
11Swords of Legends gives the hero Sipan an unusually deep weapon roster. Each class has its own dedicated moveset and combat style, so two weapons genuinely feel and flow differently in the hands. The studio has deliberately withheld a final count, saying only that the range of combinations will be wider than anything shown so far. Weapons unlock gradually as the adventure progresses, leaving something new to find and collect at almost every stage.223344Weapon Variety5566Some 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.7788Weapon ClassOriginCombat RoleSwordCarried over from the seriesBalanced single-blade fighting, quick to switch into for close pressure.SaberCarried over from the seriesA curved blade tradition of the lineage, built around fast slashing.SpearCarried over from the seriesReaching thrusts that keep enemies at a measured distance.GreatswordCarried over from the seriesHeavy, sweeping strikes for slower but more punishing hits.Guandao (Polearm)Shown in gameplayA long-handled blade the hero swaps to for wide, reaching attacks.Traditional Chinese ArmsNew to this entryA set of fresh weapons built from historical Chinese armaments, expanding the moveset roster.99Weapons in the Playtest Build10101111The July 2026 hands-on narrowed the roster to a working sample. Three weapon types were available across the slice, each with a distinct set of animations, and more were picked up during the run itself rather than handed out at the start.12121313Weapon TypeCharacter in PlayOne-handed swordThe light, quick option, and the weapon the lightning enchantment is built around.GreatswordThe heavy option, trading speed for reach and impact.Long saberA middle option with its own separate move module rather than a reskin of the sword.1414Two weapons of the same type do not necessarily play identically. Players noticed that individual weapons within one class vary in their move modules, with differences appearing as late as the fourth hit of a combo, and the studio confirmed that specific weapons carry exclusive modules and unique functions and that this design is being kept for the finished game. One such weapon has been named so far, a light sword written 金蛇刺, which has a move module distinct from other light swords. No English rendering of that name has been published.15151616Weapons also carry the combat arts that make up the skill layer. Many arrive with their first art already bound and a second slot left open for the player to fill, so the choice of which weapon to carry decides both how the basic attacks feel and which special moves are available at all.17171818Players who used all three described them as reading distinctly in the hand rather than as speed tiers of one weapon. The one-handed sword is the finesse option, comfortable to guard-counter with and the easiest of the three to break a pattern open with. The greatsword leans on its own weight, using momentum to push an enemy backward and hold the initiative. The long saber is the most overbearing of the three, and its aerial cleave was singled out as the hardest single attack in the demo to answer.19192020The three do not chain into one another. There are no combo derivations that carry from one weapon's string into another's, and the payoff for equipping two at once is that each brings its own independent, detachable set of combat arts rather than a shared branching tree.21212222Weapons and Skills23232424The 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.25252626Attack 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.27272828For 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.