Special Weapon Variants¶
A special weapon variant replaces one or more fixed family traits and retains every family trait it does not replace. “Final fixed traits” below is the complete set active on that weapon and does not consume regular-affix slots.
Material determines base Attack Damage, base Attack Speed, and durability, so the tables list only additional Runeforged traits.
Obtaining¶
Generated monster weapons have a base 10% variant chance, plus 2.5 percentage points per Elite Affix. Chest and fishing weapon rewards have a 25% chance.
Material Reforging¶
At a Smithing Table, use a Reforging Stone, a variant weapon, and a higher-tier blank weapon of the same family to transfer the variant to the new material. The new base must be Common and have no affixes, variant, custom name, or enchantments. Cursed variants are ineligible.
Material order: Wood/Gold → Stone → Copper → Iron → Diamond → Netherite. Runeforged properties and the variant are retained; durability state is recalculated for the new base.
Swords¶
Sword family traits are +5% Critical Strike Chance and +15% Sweeping Damage.
| Weapon | Replaced family trait | Final fixed traits | Weapon Skill |
|---|---|---|---|
| Sword | — | Critical Strike Chance +5%; Sweeping Damage +15% |
Heavy Strike |
| Holy Sword | Critical Strike Chance | Sweeping Damage +15%; 50% Physical converted to Holy; final Physical Damage -50% |
Heavy Strike |
| Longsword | Critical Strike Chance | Sweeping Damage +15%; Attack Range +0.25; Base Attack Speed -0.1 |
Sweep |
| Broadsword | Sweeping Damage | Critical Strike Chance +5%; Physical Damage +1; Attack Range -0.25; Knockback Distance -25% |
Slash |
Axes¶
Axe family traits are +10% Critical Strike Chance and +20% Leap Attack Damage.
| Weapon | Replaced family trait | Final fixed traits | Weapon Skill |
|---|---|---|---|
| Axe | — | Critical Strike Chance +10%; Leap Attack Damage +20% |
Slash |
| Battle Axe | Critical Strike Chance | Leap Attack Damage +40%; Base Attack Speed -0.1 |
Heavy Strike |
| Lumber Axe | Critical Strike Chance | Leap Attack Damage +20%; Max Durability +100% |
Slash |
| Hand Axe | Leap Attack Damage | Critical Strike Chance +10%; Base Attack Speed +0.2; Attack Range -0.25; Knockback Distance -25%; flat-damage coefficient -0.05 |
Slice |
Daggers¶
Dagger family traits are +15% Critical Strike Chance, -0.25 Attack Range, and -75% Knockback Distance.
| Weapon | Replaced family trait | Final fixed traits | Weapon Skill |
|---|---|---|---|
| Dagger | — | Critical Strike Chance +15%; Attack Range -0.25; Knockback Distance -75% |
Slice |
| Ritual Dagger | Critical Strike Chance | Attack Range -0.25; Knockback Distance -75%; Elemental Damage +25% |
Pierce |
| Poison Dagger | Attack Range | Critical Strike Chance +15%; Knockback Distance -75%; Attack Range -0.5; Armor Penetration +4 |
Slice |
| Short Sword | Attack Range | Critical Strike Chance +15%; Knockback Distance -50%; Base Attack Speed -0.2; flat-damage coefficient +0.10 |
Heavy Strike |
Rapiers¶
Rapier family traits are +0.25 Attack Range, +0.5 Retreat Distance, and -50% Knockback Distance.
| Weapon | Replaced family trait | Final fixed traits | Weapon Skill |
|---|---|---|---|
| Rapier | — | Attack Range +0.25; Retreat Distance +0.5; Knockback Distance -50% |
Pierce |
| Heavy Rapier | Attack Range | Retreat distance +0.5; Knockback Distance -50%; Physical Damage +1; Base Attack Speed -0.1 |
Heavy Strike |
| Dueling Rapier | Attack Range | Retreat distance +0.5; Knockback Distance -50%; Dash Attack Damage +15%; Leap Attack Damage -15% |
Pierce |
| Foil | Retreat distance | Attack Range +0.25; Knockback Distance -25%; Base Attack Speed +0.2; Physical Damage -1 |
Slice |
Greatswords¶
Greatsword family traits are +15% Sweeping Damage, +15% Leap Attack Damage, and +25% Knockback Distance.
| Weapon | Replaced family trait | Final fixed traits | Weapon Skill |
|---|---|---|---|
| Greatsword | — | Sweeping Damage +15%; Leap Attack Damage +15%; Knockback Distance +25% |
Lion's Slash |
| Great Blade | Sweeping Damage | Leap Attack Damage +15%; Base Attack Speed +0.2; Physical Damage -2; Knockback Distance 0%; flat-damage coefficient -0.10 |
Lion's Slash |
| Wide Greatsword | Leap Attack Damage | Sweeping Damage +65%; Knockback Distance +25% |
Sweep |
| Two-Handed Greatsword | Sweeping Damage | Leap Attack Damage +15%; Knockback Distance +50%; Single-Wield Damage +25%; Base Attack Speed -0.1 |
Slash |
Scythes¶
Scythe family traits are +25% Sweeping Damage, +50% Elemental Damage, and +25% Knockback Distance.
| Weapon | Replaced family trait | Final fixed traits | Weapon Skill |
|---|---|---|---|
| Scythe | — | Sweeping Damage +25%; Elemental Damage +50%; Knockback Distance +25% |
Sweep |
| Short Scythe | Sweeping Damage | Elemental Damage +50%; Knockback Distance -50%; Base Attack Speed +0.2; Attack Range -0.5; Physical flat-damage coefficient fixed at 1.00 |
Slice |
| War Scythe | Elemental Damage | Sweeping Damage +25%; Knockback Distance +25%; Physical Damage +50%; Elemental Damage -50% |
Slash |
| Great Scythe | Elemental Damage | Sweeping Damage +25%; Knockback Distance +50%; Attack Range +1; Base Attack Speed -0.2; flat-damage coefficient +0.15 |
Sweep |
Spears¶
The Spear family has +15% Dash Attack Damage and uses the Spear's own Attack Range. All three variants replace both traits and then apply the values below.
| Weapon | Replaced family trait | Final fixed traits | Weapon Skill |
|---|---|---|---|
| Spear | — | Dash Attack Damage +15%; Spear Attack Range |
Charge |
| Short Spear | Dash Attack Damage and Spear range | Physical Damage +2; +0.5 range relative to ordinary melee weapons; Dash Attack Damage +15% |
Charge |
| Holy Spear | Dash Attack Damage and Spear range | 50% Physical converted to Holy; final Physical Damage -50%; +1 range relative to ordinary melee weapons |
Charge |
| Halberd | Dash Attack Damage and Spear range | Physical Damage +1; +1.5 range relative to ordinary melee weapons; final Base Attack Speed fixed at 1.54/second |
Sweep |
Flat-Damage Coefficients¶
A Variant coefficient adjustment is added directly to its Weapon Family's base coefficient. It affects only Physical/Elemental flat-damage Affixes and the flat portion of Compound Damage; it does not affect percentage values, Affix names, Tiers, or count. For example, Hand Axe uses the Axe coefficient 1.25 - 0.05 = 1.20.
Short Scythe uses an override: its Physical coefficient is fixed at 1.00, while Elemental flat damage retains the Scythe's 1.00. See Weapon Base Stats for family coefficients and the complete calculation rule.
See Weapon Skills & Offhand Attacks for skill effects.