EVILBANE weapons
The playtest shipped six melee weapons across two types (one-handed sword, greatsword) and seven ranged weapons across three types (crossbow, scattershot bow, magic orb). Each weapon has its own Active Skill and you equip one melee plus one ranged.
Official EVILBANE screenshot — Netmarble Monster / Netmarble.
EVILBANE shipped six melee weapons across two types and seven ranged weapons across three types in the first playtest, and you bring one of each into every Operation. The official content post describes what each type does, which is the only weapon documentation that exists publicly.
The five documented weapon types
| Type | Class | Firing or attack rhythm | What it is for |
|---|---|---|---|
| One-handed sword | Melee | Fast, precise | Single-target pressure; some models can guard to reduce incoming damage |
| Greatsword | Melee | Heavy, wide | Wide-area coverage; can be charged up to release a powerful strike |
| Crossbow | Ranged | High rate, tight grouping | Hitting enemy weak points reliably |
| Scattershot bow | Ranged | Low rate, multiple projectiles per shot | Heavy damage at close range |
| Magic orb | Ranged | Single shots or charged multi-shots | Ammo-free ranged damage, paid for with its own mana gauge |
Two types, three ranged types, thirteen weapons in total. The counts are official; the individual weapon names mostly are not.
Choosing your pair
Because you carry one melee and one ranged weapon, the real decision is a pair, and the pair decides how a fight flows:
- Greatsword plus crossbow — the greatsword clears groups and charges up, the crossbow plinks weak points between swings. This is the pair an official screenshot shows in a fully upgraded state.
- One-handed sword plus scattershot bow — guard-capable melee for surviving a boss, scattershot for the close-range burst when you break a weak spot.
- Any melee plus magic orb — the orb solves the ammo problem entirely. Nothing to pick up, nothing to reload, but you are waiting on its recharge if you lean on it.
- Crossbow or scattershot without an ammo habit — the fastest way to end up weaponless mid-run. Magic Ammo comes from pouches on the ground; the FAQ's advice is to pick them up and reload rather than assume the magazine refills.
Active skills are attached to the weapon, not to you
Every weapon carries its own Active Skill, and it is not a talent you choose — it comes with the weapon. The gauge that pays for it fills from Skill Points, earned by landing basic attacks and by collecting the blue SP orbs that drop from kills, weak-spot breaks and melee heavy attacks. Practically: the more you hit things with the weapon, the more often that weapon's skill is available.
Upgrading what you carry
Two systems change a weapon's numbers, both run by Rodrik at Headquarters:
- Weapon Enhancement raises base attack with gold plus Heavenstone Powder, Fragment or Essence.
- Rune Engraving adds stat lines, but only on weapons at +3 or higher, with sockets opening at +3, +6 and +10.
The official enhancement screen shows a greatsword called Song of the Razor Wind going from +0 to +1 at a cost of 3 Heavenstone Powder and 100 gold, with its attack moving 250 → 262. That is one step of one weapon in an alpha build, but it does show the shape of the system: incremental attack gains paid for with a material that drops from the same Operations you are running.
Weapons and unlocks
Not every weapon is available from the start. The FAQ states plainly that some weapons require an account level, some require specific materials, and some need both. There was no public list of which weapon sat behind which gate during the playtest.
What is not published
No weapon stat table, no rarity ladder and no list of all thirteen names exists in official material. What you can rely on is the type behaviour above, the one enhancement example, and the rule that the pair you carry — not a class — is your build.