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Weapons
October 23, 2026 at 11:21 PM
Qualified precision guarding with the repaired Moonmirror
The Adventures of Elliot offers seven distinct weapon types, each with its own attack behavior and charged special. Elliot equips two at once, and both stay live on their own face button, so either can be used at any moment without a swap step. Stronger, higher-tier variants of each type are found off the main story path, inside dungeons, caves, and ruins, and they carry more powerful specials in addition to greater raw damage.

The table below lists each weapon, its general behavior in combat, and its confirmed special attack. Magicite can be equipped to any weapon to modify or enhance its behavior further.
Weapon | Combat Behavior | Special Attack |
|---|---|---|
Quick strikes with a relatively wide range; good all-around option. | Fires a projectile, extending effective range beyond melee distance. | |
Ranged single-arrow basic attack; operates on limited ammunition. | Releases a fan spread of arrows, covering a wider arc. | |
Deals damage on the way out and again on the return arc; effective for multi-hit against ranged targets. | Not individually detailed; damage occurs both going and returning. | |
Placed or thrown explosives with a delayed detonation; limited supply. Can destroy cracked walls and environmental obstacles. | Increased explosive effect; specific detonation timing varies by magicite equipped. | |
Slow swing speed but hard-hitting; can pound pegs into the ground, interacting with environmental puzzles. | A devastating charge attack. | |
Suited to repeated forward thrusts; good reach for keeping enemies at distance. | A forward dash or charge attack, extending the spear's effective range further. | |
Swings in wide circular arcs or extended ranged patterns; also called chain scythe in some sources. | Pulls nearby enemies inward toward Elliot, repositioning them for follow-up attacks. |
Elliot begins with the Longsword and the Buckler shield. Other weapons are bought from shops or earned from side quests. The table below lists the basic weapons available in the Prologue Demo, with their one-star attack values. Stronger versions of each type are found later, off the main path.
Weapon | Type | Attack | How to Obtain |
|---|---|---|---|
Longsword | 8 | Starting weapon | |
Spin Back | 6 | Bought early from a shop | |
Sapling Spear | 10 | Reward from the A Spear with a Past side quest | |
Short Bow | 12 | Reward from the A Good Old Bow side quest | |
Bomb | 50 | Unlocked via the Blow Your Troubles Away side quest |
The Hammer and Chain-Sickle are not available in the Prologue Demo and are unlocked later in the full game, though magicite for them can be collected ahead of time. Each weapon type also has a role in combat: Sword and Hammer focus on direct damage, Bow and Boomerang on ranged attacks, and Spear and Chain-Sickle on controlling space.
Before entering an area, Elliot's two active weapons are selected from those found during exploration. The selection can be changed at guideposts. In combat the two chosen weapons sit on separate buttons and are both available at once, letting players mix weapon behaviors within a single fight. The shortcut menu changes which two weapons occupy those slots rather than switching between them mid-fight. For example, pairing a close-range weapon like the Hammer with a ranged option like the Bow covers different engagement distances.

Each weapon type has stronger variants beyond the starting version. Higher-tier weapons deal more damage and have more powerful special attacks, not just a flat stat increase. These stronger pieces are intentionally placed off the main story path, rewarding players who explore optional dungeons, side caves, and ruins. The game explicitly encourages detours: previews of the demo note that the most powerful weapons lie in areas unrelated to the main quest.
Elliot also carries a frontal shield, used for blocking incoming attacks. The shield is a separate defensive mechanic and is not counted among the seven weapon types. It defends against frontal attacks only. Precision guarding becomes available after repairing the Moonmirror in the Age of Magic. See Combat System for full details on blocking and its role in combat.
Every weapon type can be fitted with magicite, equippable modifiers that alter charge speed, attack radius, damage output, range, and other properties. Named magicite pieces such as the Lightning Mallet (for hammers) and Extra Throw (for boomerangs) illustrate how magicite can fundamentally change a weapon's behavior rather than simply boosting numbers.
Bow and Spear are useful starting points for cautious play: the Bow attacks from a distance, while the Spear keeps enemies beyond immediate reach. Keep arrows stocked for the Bow, and face the target carefully when using the Spear's narrower attack direction. The Boomerang offers ranged attacks without an ammunition supply.
For groups, the Chain-Sickle covers a wide area, while the Hammer can use knockback and stun to control enemy positions. Bombs combine high damage with the ability to open cracked walls, but their delay, limited supply and risk of self-damage need more preparation. Magicite changes these tradeoffs, so choose a weapon around the pieces available and the encounter rather than treating one type as universally strongest.
Both equipped weapons remain available on their own buttons. Use the second weapon while its partner's attack is still useful, and choose magicite around the attacks actually being used.
Pair | How to use it | Magicite direction |
|---|---|---|
Use quick Sword attacks close in and the Spear's reach from further away. The Sword's charged projectile supplies another ranged option. | Three-Headed Dragon widens the Spear's ordinary attacks. Magic Spear and High Spirits suit high-Life play; see Spear Magicite Build for actual equip-cost totals. | |
Throw the Boomerang, then attack with the Spear while the throw is still in flight. | Hit Count rewards repeated Boomerang hits. Electric Boomerang can stun enemies, and Pulse Throw adds an electric shock when hitting status-afflicted enemies. | |
Use the Sword for fast attacks and the Hammer for knockback and group control. | Wide Impact expands the Hammer special's area; Body & Soul makes its special attacks critical hits. Charge Time Down helps prepare them. | |
Chain-Sickle and Bombs | Use the Chain-Sickle to apply status effects and control nearby enemies, then set up Bomb splash damage. | Binding Chain or Frost Swing can support Afflicted Efficacy. Swift Carrier and Safe Carrier help with Bomb handling. |
Fit each weapon's actual magicite rarity costs inside its own current capacity. These pairings describe complementary roles; they do not require equipping every named modifier at once.