The Mercenary Codex
The Armory

Weapons & Skills

There is no single best weapon, only the right tool for the enemy in front of you. A hammer opens a knight. A cleaver bleeds a giant. A dagger ignores armor entirely. Know what each family does before you spend a perk on its Mastery.

New in v1.5.2.2

The patch's new weapon is the Estoc / Panzerstecher (a two-handed thrusting sword built to pierce heavy-armor joints) — this is our own addition, so its numbers are estimates. The Pollaxe and Executioner's Sword are existing in-game weapons with verified stats; all three are detailed below and on the patch page.

— type to filter the armory.

Melee weapon families

What each melee family does best
FamilyDamage type / nicheSignature skillsBest againstTier
DaggerArmor-ignoring stabs. Low base damage, huge against flesh.Puncture (ignores armor, -15% hit), StabElite single targets, looting armor intactA
Sword (1H)Balanced. +10% hit on the basic Slash. Enables Riposte.Slash (+10% hit), Swing (AoE), RiposteElusive foes (Geists), all-rounderA
Sword (2H) / GreatswordFatigue-efficient crowd control. Swing hits 3 tiles.Swing (3-tile AoE), Split, Overhead StrikeUnarmored crowds, Geists, flanksS
Axe (1H & 2H)Good vs armor and shields. Split Shield destroys shields.Split Shield, Split Man (heavy single hit)Shield walls, armored banditsA
Mace (1H)Armor crush plus stun. Builds Fatigue on the enemy.Knock Out (stun, 100% with Mastery)Setting up a Duelist, controlA
Mace (2H)Top-tier single-target plus crowd control. Applies Daze.Cudgel (Daze), Strike Down (2-turn stun)Champions, armored elites, controlS
Spear (1H)Highest hit chance, lowest damage. Spearwall stops charges.Thrust (+to hit), Spearwall, ShieldbashEarly game, beasts, charge defenseB
Flail (1H & 2H)Ignores shield defense bonus. Can target the head directly.Lash (Daze chance), Flurry (head hits)Shielded raiders, poor-helmet targetsB
Cleaver (1H & 2H)Bleed damage over time. Mastery doubles bleed (~20/turn).Cleave (bleed), Decapitate (finisher)High-HP low-armor: Orcs, beasts, giantsA
Hammer (1H & 2H)Best raw armor penetration in the game.Hammer Smash, Pound (vs head)Heavily armored single targets, knightsS
PolearmRange 1-2. Attacks from the second row. Piercing or cutting.Impale/Rupture (pierce), Strike/Reap (cut, decapitate)Safe backline damage, decapitating undeadS

Specialist anti-armor two-handers

The Estoc (new this patch, guide-canon) and two existing anti-armor specialists
WeaponClassSkillsUse it for
PollaxeVersatile anti-armor, range 1 (shorter haft than other polearms)Smite (hammer side, staggers), axe-side finisher on incapacitated foesA front-line answer to armor that can stagger then finish. Bridges hammer and polearm roles.
Executioner's SwordTwo-handed sword, heavy, high Fatigue costOverhead Strike (+hit), Split Shield, Decapitate (bonus damage scaling with target's missing HP)Finishing high-HP enemies you've already wounded. A Reaper's closer.
Estoc / Panzerstecher (new, guide-canon)Two-handed thrusting sword, dull bladeThrusting attacks designed to pierce gaps and joints in heavy armorAn armor-piercing two-hander alternative to the hammer. Good on a high Melee Skill brother.

Melee weapons — hard stats

Real numbers for every standard melee weapon, sortable by any column. Vs. Armor % is how hard the hit chews armor (hammers/maces are highest, daggers lowest); Ignores Armor % is the slice that always reaches HP; Max Fat. is the fatigue penalty for carrying it. Two-handers add Head (bonus chance to hit the head) and Shield Dmg. All values are base/standard gear — Named weapons roll bonuses on top.

Reading the numbers

Damage is the roll vs. HP. Against armor it's scaled by Vs. Armor %, so a 40×130% axe shreds plate while a 40×60% dagger barely dents it — but the dagger's Puncture ignores armor entirely. A head hit adds ×1.5 to HP (not armor), which is why high-Head two-handers and the Killer/Executioner perks hit so hard. Orc weapons (Tree Limb, Cudgel, Head Splitter) cost +5 fatigue per skill for human wielders — note their brutal Max Fat. already.

Daggers (armor-ignoring stabs, near-zero fatigue)

Swords — one-handed (+10% hit, Riposte, all-rounder)

Swords — two-handed (AoE Swing/Split, fatigue-efficient)

Axes — one-handed (high Vs. Armor, Split Shield)

Axes — two-handed (Round Swing AoE, Decapitate)

Maces — one-handed (Knock Out stun, +fatigue on target)

Maces — two-handed (Daze/stun control, top Vs. Armor)

Spears — one-handed (+20% hit, Spearwall)

Spears — two-handed (Prong AoE, reach)

Flails — one-handed (ignore shield bonus, +10% head)

Flails — two-handed (Pound stun, Thresh AoE, +15% head)

Cleavers — one-handed (bleed, Decapitate; whips reach 3)

Cleavers — two-handed (heavy bleed + Decapitate)

Hammers — one-handed (best armor pen; min 10 HP on hit)

Hammers — two-handed (Stagger; shatter armored lines)

Polearms (range 2, attack from the back row)

Every melee family is fully covered. The Pollaxe and Executioner's Sword are real in-game weapons (listed here from the wiki); only the Estoc remains guide-canon with no official stats.

Ranged weapons

Pick the projectile to the target's armor
TypeNicheNotesTier
BowsHigh damage vs flesh, poor vs armor. Long range, headshots.Bullseye cuts the cover penalty (75%→50%). Devastates Goblins and Thralls.A
CrossbowsArmor-piercing. Slower, but pre-loaded at battle start.Kills knights and armored elites before they reach you.A
Firearms (Handgonne)Huge burst, very slow reload, loud.Niche. Pre-loaded first shot can delete a priority target.C
Throwing (Javelin, Throwing Axe, Throwing Spear)Short-range consumable burst. Throwing Spear strips shields from afar.Good on versatile ranged brothers; strong vs Ancient Undead with Throwing Mastery.B
Throwable items (Net, Throwing Net, firebombs)Utility, not damage. Net roots a dangerous target for a turn.Net a champion or an Unhold, then dogpile it. Quick Hands carries spares.A

Ranged weapons — hard stats

The numbers behind the niche. Every column is sortable — click a header to rank by damage, range, fatigue or armor effectiveness. Vs. Armor is how hard the shot chews armor; Ignores Armor is the slice of damage that always reaches HP (the "Direct Damage" of the firing skill). All values are base/standard gear; Named bows and crossbows roll bonuses on top.

Range & accuracy rules

Range is measured in tiles. Bows reach 7 tiles (most of them); crossbows and slings reach 6; thrown weapons reach 4; the Handgonne is a 2-tile weapon that punches through cover. Shooting downhill adds +1 range per height level above the target (uphill loses it). Accuracy drops with distance per the firing skill below, and a head hit deals ×1.5 to HP (not to armor), so high-range, high-accuracy shooters reward the head-hit perks.

Firing skills: accuracy & falloff

This is the table that answers "how far, how accurately." Quick Shot fires twice but loses a tile and falls off fast; Aimed Shot is the long, accurate option; crossbow bolts start at the best base accuracy of all.

Bows (range 6–7, weak vs armor, strong vs flesh)

Crossbows (range 6, pre-loaded, armor-piercing)

Firearms (huge burst, ignores cover, brutal reload)

Throwing weapons (range 4, +20% hit up close)

Note how throwing axes (110–115% vs armor) and the Throwing Spear (110%, plus a guaranteed shield-strip) hit armor far harder than bows do — thrown steel is your portable anti-armor.

Throwable items (utility, range 3)

Damage rules to remember

A head hit deals 50% bonus damage to HP but not to armor. Orc weapons cost 5 extra Fatigue per skill for human wielders, so put them on high-Fatigue brothers like Wildmen or Barbarians. Each tier of a weapon is a straight upgrade, so there is no reason to keep a lower-tier version once you find a better one.

Quick "what do I bring" cheat sheet

The problemThe answer
Heavily armored single target (knight, Orc Warrior, Fallen Hero)Two-Handed Hammer, Estoc, or Pollaxe. Crossbow to soften first.
Crowd of weak unarmored bodies (Thralls, Goblins)Greatsword Swing, bows, AoE polearms (Swordlance).
High HP, low armor giant (Unhold, Lindwurm, Schrat)Cleaver bleed, then Decapitate / Executioner's Sword to finish.
Shield wallsAxes (Split Shield), flails (ignore shield bonus), throwing spears.
Elusive, hard-to-hit (Geists, Goblins)Swords (+10% hit), 2H swords to clear them fast.
Need to lock down a dangerous foeMace stun, Net, then a Dagger Duelist to delete it.