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Fists - Version 11 vs Version 12
May 22, 2026, 09:33 AM
Fixed two broken self-links with a typo title and removed a garbled orphan sentence in the overview, repointed the dead See Also entry to the melee index, and added a stat-scaling
May 23, 2026, 08:20 PM
Corrected wikilink existence flags
112233Overview4455Fists are the unarmed default in Windrose, the state the character drops to whenever no melee weapon or firearm is drawn.6677Fists are the default unarmed state. They occupy no equipment slot and only apply when the player is disarmed or deliberately has no weapon equipped.8899At a Glance10101111FieldValueWeapon ClassFistsRarityCommonATK (Item Level 15)380ATK (Level 1 crafted)100Stack Size11212How to Obtain13131414Default state when no weapon is equipped. Available from the start of the game.15151616Tactical Usage17171818The unarmed fallback. Fists keep the base 380 ATK line from the live item card but do not expose a damage type, scaling attribute, or special effect, so they only see use when the player deliberately un-equips or when disarmed mid-story.19192020Fist strikes work as an emergency fallback only. The combat system keeps them available when disarmed in cutscenes or by in-world mechanics.21212222See Also23232424Melee Weapons for the full melee index.Weapons for the cross-class roster.Melee Weapons lists every drawable melee class, any one of which outperforms fists.Weaponsmith Workshop is the crafting and ascension station.Combat covers stamina, posture, and Perfect Block timing.25252626Damage and Combat Behavior27272828Fists are the unarmed default state. They have no rarity tier above Common, no upgrade path at any crafting station, and no scaling stat that meaningfully changes their damage output. The base attack value of 100 at level 1 is a fraction of even a Common one-handed weapon, and the upper end of 380 at item level 15 is still well below the worst Rare-tier alternatives. In every situation where a melee weapon is available in the inventory, drawing it is strictly better than fighting with fists.29293030Because fists expose no damage type or scaling attribute, none of the six core stats sharpen them the way Strength feeds a Club or Agility feeds a Saber. The moment you can craft or loot even a Common One-Handed Sword, switch to it. Unarmed strikes also obey the same Stamina Management and Perfect Block rules covered under Combat, so the only genuine edge fists hold is their unusually low stamina draw.31313232PropertyValueWeapon classFistsRarityCommonBase Attack (Level 1)100Max Attack (Item Level 15)380Equipment slotNone - fists are the unarmed state, not an equipped itemScaling statNot exposed in the live game database; for practical purposes, fists do not scale meaningfully with stat investmentStamina cost per swingLower than any melee weapon, since unarmed swings are short and recover quicklyUpgrade pathNone - fists cannot be improved at any workshop or crafting station3333When Fists Actually Matter34343535Three situations make fists relevant despite their low damage ceiling:36363737Disarmed state. If a status effect, environmental knock, or animation interrupt removes your equipped weapon temporarily, fists are what you swing with until the weapon comes back. Knowing the unarmed moveset prevents a panicked retreat in the few seconds between disarm and re-equip.Weapon broken or out of ammunition. Firearms run out of bullets, and a melee weapon that hits zero durability deals reduced damage. In a pinch, switching to fists deliberately can be safer than swinging a broken weapon if the goal is to disengage rather than to kill.Resource and exploration play. Some exploration tasks (interacting with low-priority NPCs, gathering specific resources, opening containers) sometimes go faster without a weapon equipped. Holstering a heavy melee weapon also lowers stamina drain on long sprints because the unarmed sprint cost is the lowest movement cost in the game.38383939Outside of those edge cases, fists are not a build option. There are no talent trees that scale unarmed damage specifically, no armor sets that reward fists, and no late-game encounters where unarmed combat is the intended approach. Treat fists as a fallback rather than a playstyle.