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Fists
May 23, 2026 at 08:20 PM
Corrected wikilink existence flags
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Fists are the unarmed default in Windrose, the state the character drops to whenever no melee weapon or firearm is drawn.
Fists are the default unarmed state. They occupy no equipment slot and only apply when the player is disarmed or deliberately has no weapon equipped.
Field | Value |
|---|---|
Weapon Class | Fists |
Rarity | Common |
ATK (Item Level 15) | 380 |
ATK (Level 1 crafted) | 100 |
Stack Size | 1 |
Default state when no weapon is equipped. Available from the start of the game.
The 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.
Fist strikes work as an emergency fallback only. The combat system keeps them available when disarmed in cutscenes or by in-world mechanics.
Melee 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.
Fists 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.
Because 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.
Property | Value |
|---|---|
Weapon class | Fists |
Rarity | Common |
Base Attack (Level 1) | 100 |
Max Attack (Item Level 15) | 380 |
Equipment slot | None - fists are the unarmed state, not an equipped item |
Scaling stat | Not exposed in the live game database; for practical purposes, fists do not scale meaningfully with stat investment |
Stamina cost per swing | Lower than any melee weapon, since unarmed swings are short and recover quickly |
Upgrade path | None - fists cannot be improved at any workshop or crafting station |
Three situations make fists relevant despite their low damage ceiling:
Disarmed 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.
Outside 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.