01

There are two useful inventories

Launch route cross-checks count 16 melee weapons and sidearms: two during the prologue, six in Fainweald, and eight in Mammon. Keep main weapons and sidearms separate so a search for one does not hide the other.

Every listed weapon can be taken back to the Tarforge for further upgrades; the practical question is whether the next material spend solves your current route.

02

Choose the job before the name

A weapon can be a safe opener, posture breaker, fast finisher, or space-control tool. Start with the problem in your current region, then choose the moveset that solves it.

For example, the prologue Iconoclast is a one-handed sword while the Naylshotte gives early spread-shot range. Use those as role examples, not as a universal ranking.

03

A location is only half the answer

Every weapon entry should pair the landmark with the access gate, local danger, first upgrade step, and return route. If a route is only a community lead, the page says so.

04

The eight sidearms worth putting on the route

The collection is easier to use when the sidearm list is separate: Naylshotte (prologue), Forgotten Crossbow (Flooded Village locked door), Troubadour’s Lute (One-Legged Wolf Tavern stage), Cursed Child (lighthouse route), Caged Hystrix (near a dungeon exit), Triarch Repeater (lit room by broken wagons), Salvaged Trebuchaxe (Ravaged Hideout end), and Ballistazooka (Subjugated Guardian reward).

Treat these as route entries, not a ranking. The sidearm solves a different problem—spread damage, ranged pressure, crowd confusion, or a boss reward—so the page links each one to the region and the return route rather than declaring a universal best.

After pickup, the next stop is Tarforge. If the station is not fully active, record the missing component instead of spending resources blindly.