Turn weapon data into a loadout
- Step 1: Open the Workbench or Forge and compare weapons that are available at your current tier; write down damage type, reach, stamina use, upgrade level, and repair location.
- Step 2: Craft or equip one everyday weapon and one specialist weapon, then test their normal attack, alternate attack, reach, and stamina drain against a safe target.
- Step 3: Take the weapon whose damage type and repair route match the next biome, and keep the second weapon available when the main target resists it.

Weapon choice becomes useful when the player can explain what each slot is for. The everyday weapon handles normal travel; the specialist weapon exists because a target, biome, or boss makes the first option inefficient.
- Compare damage type, reach, stamina use, upgrade level, and repair location under the same conditions.
- Test the normal and alternate attacks on a safe target before committing rare materials.
- Keep a fallback only when it solves a different problem; two weapons with the same job add weight without adding coverage.
Weapon class and job
| Weapon class | Material-backed rule | Examples and use |
|---|---|---|
| Clubs and hammers | Blunt damage; the material identifies blunt as the useful answer against skeletons. | Club, , , , |
| Swords and axes | Slash damage; swords have low knockback and stamina use, and their damage is not reduced when hitting multiple targets. | , , Blackmetal Sword, |
| Spears and polearms | Pierce damage; polearms are two-handed and have a distinct area-of-effect special attack. | , , Blackmetal Atgeir, |
| Knives and fists | Knives split damage between slash and pierce, have no movement reduction, and receive a high parry bonus. | , , |
| Bows, crossbows, and magic | Use ranged pressure or an element to cover targets that make the melee choice awkward. | , , , |
If the winner changes by situation
- Switch to a different damage type when the target resists the favourite.
- Reduce the comparison to the same tier and food assumptions.
- Test the moveset in a safe area before taking rare materials on a trip.