Weapons

Weapons increase a unit's offensive capabilities and grant Capacities that help in combat. Weapons are unlocked either by progressing through the eras, unlocking the appropriate technology, or in the case of unique weapons by searching ruins or completing quests.

Every unit has at least one kind of weapon that they are able to use, with most able to use two or three. Additionally, Guardians and naval units have their own unique types of weapons.

Normal melee and ranged weapons can either be one-handed or two-handed, denoted by (1H) and (2H) in-game. One-handed weapons provide less of an Attribute bonus than two-handed weapons and grant weaker capacities, but cost lest to produce. Additionally, units wielding one-handed weapons can equip a shield in their off-hand to increase their defense, but units that have the Dual Wield capacity - such as most of the Forgotten units - cannot equip shields, and can instead wield a second one-handed weapon in their off-hand, but only gain half as much of the ability score bonus from that weapon.

Standard Weapons
These are the weapons equippable by normal land units and heroes.

Melee

 * Axes (1H) and Battle Axes (2H) grant the Ranged Slayer capacity, which increases against ranged and support units. Axes and Battle Axes provide the highest boost to  among melee weapons.
 * Major Faction Units who can equip Axes: Dawn Officer; Forager; Assassin; Forgotten Heroes
 * Minor Faction Units who can equip Axes: Arpuja; Centaur
 * Major Faction Units who can equip Battle Axes: Tenei Walker; Dawn Officer; Necrophage Heroes; Stone Sentinel
 * Minor Faction Units who can equip Battle Axes: Daemon; Minotaur


 * Hammers (1H) and Battle Hammers (2H) grant the Stun capacity, which gives a chance to stun struck enemies. Hammers and Battle Hammers give a massive boost to and  - with the Battle Hammer providing the highest bonus for both of these across all weapons - but do so at the cost of a negative  bonus.
 * Major Faction Units who can equip Hammers: Ryder; Dervish; Kapaku Heroes
 * Minor Faction Units who can equip Hammers: Dredge
 * Major Faction Units who can equip Battle Hammers: Kapaku Heroes
 * Minor Faction Units who can equip Battle Hammers: Dredge; Harmonite; Rumbler


 * Claws (2H) grant the Sweep Strike Back capacity, which gives bonus and a three-hex area to counterattacks. Claws provide the highest bonus to  after the Battle Hammer.
 * Major Faction Units who can equip Claws: Tenei Walker; Titan; Forager; Necrodrone; Proliferator; Telsem Warlock; Eneqa Wing; Yirmak; Wyvern; Ancient; Fanatic; Cultist Heroes; Assassin; Myst; Forgotten Heroes; Skyfin; Golem Rider
 * Minor Faction Units who can equip Claws: Daemon; Drider; Ice Warg; Harmonite; Rumbler; Vinesnake


 * Swords (1H) and Claymores (2H) grant the Infantry Slayer capacity, which increases against infantry units. Sword and Claymores provide a bonus to.
 * Major Faction Units who can equip Swords: Stalwarts; Broken Lords Heroes; Titan; Necrophage Heroes; Drakkenling; Cultist Heroes; Assassin; Forgotten Heroes; Seeker
 * Minor Faction Units who can equip Swords: Justicere; Sisters Of Mercy Heroes
 * Major Faction Units who can equip Claymores: Stalwarts; Broken Lords Heroes; Forgotten Heroes; Monk; Stone Sentinel; Scyther
 * Minor Faction Units who can equip Claymores: Burdeki; Ended; Haunts Heroes


 * Longspears (2H) grant the Cavalry Slayer capacity, which increases against cavalry units. Longspears provide a bonus to  and.
 * Major Faction Units who can equip Longspears: Settler; Ryder; Broken Lords Heroes; Telsem Warlock; Dervish; Yirmak; Drakkenling; Myst; Seeker; Monk; Golem Rider; Kapaku Heroes
 * Minor Faction Units who can equip Longspears: Arpuja; Burdeki; Centaur; Ended; Haunts Heroes; Justicere; Sisters Of Mercy Heroes; Minotaur

Ranged

 * Crossbows (1H) grant the Point-blank Power capacity, which increases when attacking adjacent units. Crossbows also provide a small bonus to  and.
 * All Ranged Units can equip Crossbows


 * Longbows (2H) grant the Flying Slayer capacity, which increases against flying units. Longbows also provide a small bonus to.
 * All Ranged Units can equip Longbows


 * Longscepters (2H) grant the Exhaustion capacity, which reduces the of a target. Longscepters also provide a large boost to, but have the lowest  of all weapons.
 * Major Faction Units who can equip Longscepters: Dust Bishop; Ardent Mages Heroes; Drakken Heroes; Mastermind; Morgawr Heroes; Geomancer
 * Minor Faction Units who can equip Longscepters: Caecator


 * Magewands (2H) grant the Unsteady capacity, which reduces the of a target. Magewands provide a boost to  and, but have reduced.
 * Major Faction Units who can equip Magewands: Agache Shaman; Wild Walkers Heroes; Dust Bishop; Proliferator; Ateshi Zealot; Ardent Mages Heroes; Ancient; Drakken Heroes; Preacher; Mastermind; Morgawr Heroes
 * Minor Faction Units who can equip Magewands:
 * Quarterstaves (2H) grant Slow Down, which reduces the of a target. Quarterstaves provide a bonus to.
 * Major Faction Units who can equip Quarterstaves: Agache Shaman; Ateshi Zealot; Ardent Mages Heroes; Drakken Heroes; Preacher; Mastermind; Morgawr Heroes; Geomancer
 * Minor Faction Units who can equip Quarterstaves: Caecator

Materials

 * Iron and Dust weapons are inexpensive, do not require strategic resources to build, and are automatically unlocked via Era progression. This makes them well-suited for units produced in large number. However, they are also the weakest weapons.
 * Titanium weapons are comparable to Dust but also provide a slight bonus to.
 * Glassteel weapons are only slightly better than Iron in terms of  bonus, but provide a high bonus to.
 * Adamantian weapons provide a greater bonus to  than Dust, but also provide a large bonus to  and a small bonus to.
 * Palladian weapons have the same offensive  power as Adamantian, but provide a bonus to  instead of.
 * Mithrite weapons have  slightly lower and  slightly higher than Adamantian and Palladian weapons, but provide the highest boost to  and a slight boost to.
 * Hyperium weapons have  slightly higher than Adamantian and Palladian, and have the same  bonus as Mithrite.

Guardian Weapons
Each guardian has three weapons unique to them, one of which can be considered the 'basic' weapon that is equipped by default and costs no strategic resources. The two other weapons require a combination of three strategic resources to equip to a guardian, but provide more powerful bonuses and capacities.

Naval Weapons
Every naval unit has access to two types of weapons. As with normal weapons, the different types of weapons provide different attribute bonuses and capacities, but have a different tier system. Rather than each strategic resource having three tiers for each weapon type, each weapon type has four tiers, using a different set of strategic resources: Iron uses none, Common uses Titanium and Glassteel, Uncommon uses Adamantian and Palladian, and Rare uses Mithrite and Hyperium. As soon as a technology that allows the creation of weapons using these resources is unlocked, the associated naval weapons become available, regardless of the technology's tier. For example, Common naval weapons can be unlocked by either Advanced Alloys or Exotic Alloys.


 * Satchel Charges grant the Stun capacity, which gives a chance to stun struck enemies. They also provide a bonus to at the cost of reduced . Satchel Charges can be equipped by the Boarding Vessel and Bathysphere.
 * Boarding Spikes grant the Boarding Party capacity, which increases a unit's the more  it has remaining. Boarding spikes can be equipped by the Boarding Vessel.
 * Endless Flames grant the Endless Flames capacity, which deals damage to the target and opponents next to the target and attacker, as well as causing attacked units to lose 10% of their maximum each round for the next 3 rounds. They also provide a bonus to . Endless Flames can be equipped by the Fire Ship and Bathysphere.
 * Dust Focals grant the Dust Focal capacity, which deals damage to opponents in a line and reduces their attack. They also provide a bonus to and . Dust Focals can be equipped by the Fire Ship.
 * Broadsides grant the Precision capacity, which increases the unit's attack range. They also provide a bonus to . Broadsides can be equipped by the Artillery Ship.
 * Trebuchets grant the City Breaker capacity, which increases the unit's fortification damage. They also provide a bonus to . Trebuchets can be equipped by the Artillery Ship.
 * Jaws grant the Submersible Slayer capacity, which grants a bonus to damage against submersible units (Bathyspheres and Vores), and a large bonus to attack against submerged submersible units. They also provide a bonus to . Jaws can be equipped by the Vore and Leviathan.
 * Acid Spray grant the Acid Spray capacity, which deals damage to the target and opponents next to both the target and attacker, and reduces the of affected units. It also provides a bonus to  at the cost of reduced . Acid Spray can be equipped by the Vore and Leviathan.