Weapons and equipment

Carry what matters

Equipment is physical, limited and legible. The weapon in your hand shows how you meet danger. A coat changes the fight piece by piece. A full bag makes the next discovery a decision.

Design preview

This page describes accepted or planned direction, not features available in the current owner-test build.

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.

Candidate visual kit

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.

Studio render of a candidate low-poly sword model for mudgame
Candidate model

Sword

A clean one-handed blade from the candidate kit.

Studio render of a candidate low-poly greatsword model for mudgame
Candidate model

Greatsword

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

Studio render of a candidate low-poly axe model for mudgame
Candidate model

Axe

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

Studio render of a candidate low-poly hammer model for mudgame
Candidate model

Hammer

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

Studio render of a candidate low-poly wooden bow model for mudgame
Candidate model

Wooden bow

The neutral ranged model used to test the Ranger direction.

Studio render of a candidate low-poly dagger model for mudgame
Candidate model

Dagger

A smaller blade for loot, vendors and display studies.

Studio render of a candidate low-poly spear model for mudgame
Candidate model

Spear

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

Studio render of a candidate low-poly wood-and-steel shield model for mudgame
Candidate model

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.

PlainSword — dependable steel without an elemental modifier.
+1Sword of Kindle — the first trace of fire in the blade.
+2Axe of Fire — a clear and established fire affinity.
+3Mace of Stoneheart — a strong Earth total gives the weapon a heavier identity.
MixedRapier of Frostfire — Fire and Frost combine into one readable name.
MixedStaff of Ember Aether — Arcane and Fire damage produce a rarer compound title.
+15Cinderwake — Hellfire Sword of Eternal Suffering — five maximum Fire modifiers awaken a legendary true name.
+15Rimecrown — Frostbound Greatsword of the Long Night — maximum Frost damage awakens a different legend.
+15Doombringer — Hellfire Froststorm Axe of the Fivefold End — five different maximum elements can create a mixed legend.

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.

+2Head
+3Chest
+1Gloves
+2Legs
+1Feet

Nine worn positions

PositionWhat it carries
ArmourHead, chest, legs, gloves and feet
JewelleryOne necklace and two rings
OuterwearOne 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.

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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.