Weapons belong to callings
The weapon in your hand expresses how your guild solves danger. Fighters close the distance with sword, axe and mace. Rangers shape the battlefield with bow and crossbow. Mages channel power through staff and wand. Lorekeepers can use every weapon, while Tinkers turn unwanted gear into entirely different answers.
Nothing is just an icon
Weapons and armour exist as objects in the world. They can be found, carried, traded, sold, requested by towns and destroyed for a Tinker’s materials.
Candidate pre-alpha 3D models
An armory audition
These are direct studio renders from a candidate weapon kit—not shop-page pictures and not invented concept art. They show a low-poly direction under evaluation, not selected runtime assets.
Attachment, scale, materials, animation and final in-game use still require a real Godot scene test beside the selected terrain and current character. The pack is not a selected runtime input or the complete weapon roster.

Sword
A clean one-handed blade from the candidate kit.

Greatsword
A broader two-handed silhouette for scale and animation tests.

Axe
A long-handled axe with a readable edge and spike.

Hammer
A compact heavy-striking model from the wider armory set.

Wooden bow
The neutral ranged model used to test the Ranger direction.

Dagger
A smaller blade for loot, vendors and display studies.

Spear
A long-reach silhouette for wider weapon and NPC tests.

Heater shield
Layered wood, steel and rivets for armory and prop displays.
Source models: Modular Weapons Pack by Quaternius, used under CC0.
System under design
A naming direction being explored
One current idea is for head, chest, gloves, legs and feet to add elemental damage to the weapon in your hand. Their combined modifiers could also shape its displayed name. The examples below show the direction, not final item names or balance numbers.
Five armour pieces may shape every attack
The current direction lets head, chest, gloves, legs and feet each supply a +1, +2 or +3 elemental damage modifier. These modifiers add damage to the equipped weapon; they are not defence, protection or resistance.
Nine worn positions
| Position | What it carries |
|---|---|
| Armour | Head, chest, legs, gloves and feet |
| Jewellery | One necklace and two rings |
| Outerwear | One cape, cloak, poncho, wrap or similar cosmetic garment |
Your guild’s weapon or tool is held separately. Outerwear changes the character’s silhouette and may include a Hood Up or Hood Down state, but it adds no damage modifier or combat power.
The field bag
Your carried supplies live in a practical field bag rather than an endless inventory. Food, a Survival Kit, spare equipment, quest objects and trade goods compete for space. Returning to town is part of the expedition rhythm, not an interruption to it.
Storage and delivery services exist in the world as people and places. Moving gear can become a journey, a favour or a story of its own.
Current design direction: the five active armour modifiers may combine into added attack damage and a readable weapon name, while cosmetic Outerwear remains a visual choice.
