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Last Epoch: Every Weapon Type In The Game

Oct 14, 2024

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Last Epoch has a variety of weapon classes that players can decide on which suit their playing style. This helps players build their perfect warrior, whether it's a Sentinel build that can attack in close range, or a Mage to cast from far away. Some classes will be able to move swiftly for the attack but suffer defensively, while defense stalwarts can draw the attention of enemies and tank multiple blows. The versatility of styles creates a world where anything is possible, and challenges can be taken on in different ways.

Fortunately for players, most weapons in Last Epoch can be equipped for most classes. This requires focus and attention to be placed on affixes and characteristics of each weapon, and which items best suit the player's class, as well as each specific challenge that awaits. Players can purchase weapons from merchants, try their luck with gamblers, or from drops by field enemies. Here are the 12 classes of weapons.

Let's be frank, it's very easy to get overwhelmed by information and mechanics in the Last Epoch. So, here are some early mistakes to avoid.

These small instruments are perfect for players who excel at close-ranged combat with a preference for quick and precise strikes. Daggers don't possess the same range as one-handed swords, but their ability to strike faster and cast lethal statuses make them a viable weapon.

The versatility of daggers touches almost every corner of playing style, as players can use them to cast magic, set up defensive buffs, and even summon wraiths with necromancer abilities.

Wands focus on attacking from long range, provide additional damage through elemental boosts, and can affect field enemies with statuses, such as Poisoned, Damned, and Possessed. These weapons don't come with any melee damage, so walking up to enemies and whacking them won't do anything.

Since wands are best suited for spell casters, thanks to their traits revolving around boosting certain elemental attacks, they should be equipped on characters that focus on zapping enemies from a distance.

Unlike wands, sceptres carry some melee damage while also being capable of spell casting. This makes sceptres a great weapon type to consider for players who wish to build a hybrid warrior that can melee attack and be a spellcaster.

Last Epoch has a handful of mods that can be used to edit or enhance your experience with the world of Eterra.

Some of the best sceptres in Last Epoch carry equivalent melee and spell damage implicits, with additional elemental damage tied to the type of sceptre. Sceptres are an exceptional introductory weapon type for those unsure whether they wish to be close-ranged or long-ranged attackers.

One-handed axes are blunt weapons that focus primarily on melee damage, with additional traits such as Bleed on Melee Hit and Increased Bleed Duration. This weapon type is for players who thrive on driving the rush, taking on waves of enemies head on, and showing no fear of losing some health along the way.

Some of the greater class of one-handed axes offer some elemental components, like the Tempest Maw, but are mainly centered around their physicality and brute force.

One-handed swords deal with mainly melee damage, though some come with potential implicits for increased elemental damage. Swords carry a longer range of attack than daggers, and pack quite a punch in terms of base attack rate.

Players can take advantage of certain modifiers like Increased Melee Attack Speed and Critical Strike Multiplier while Dual Wielding, making for a fierce warrior that can land multiple blows in quick succession, leaving their enemy stunned and knocked.

One-handed maces place a heavy emphasis on melee damage as its main implicit. These devastating tools can also carry secondary implicits for stunning enemies, while certain modifiers can increase the player's movement and grant +5 boosts to all stats.

Last Epoch and Diablo 4 share a lot of DNA when it comes to their ARPG roots, but the former goes above and beyond the latter in one major area.

For those who excel at close-ranged combat and are looking for a heavy-hitting weapon, one-handed maces may be the way to go. Their only drawback is a slower base attack rate, with each unique one-handed mace falling below the 1.0 rate.

For warriors experienced in battle without a shield, two-handed weapons are essential for dealing massive damage and creating chaos on the battlefield. Starting with the two-handed axes, these weapons carry melee damage that can cause problems with anything in its way, while casting some additional pests that join the battlefield and chip away at enemies' health. To equip this two-handed weapon, players cannot hold a shield or quiver in the off-hand slot.

Two-handed maces are great for attack range, as swinging these powerful weapons around can target multiple enemies within proximity. Some two-handed maces carry great implicits, such as stun and stun duration, as well as certain elemental damage being increased.

Some of the best unique two-handed maces come packed with modifiers and ailments, making them a weapon that can deal sweeping damage in close quarters while extending damage with status effects upon retreat.

Of all the two-handed weapons available, two-handed swords offer players one of the best attack range and base attack rate. This weapon type is good for melee damage, and unique two-handed swords carry modifiers that deal additional melee damage, armor penetration, and potential critical strikes.

Players who wish to know about Last Epoch's XP-based progression, and what the max level is, can find all the answers that they are looking for here.

For the best range, all unique two-handed spears have a range of three and pack two implicits, dealing massive melee damage while carrying a secondary implicit that focuses on additional critical damage.

​​​​​​​Two-handed spears are a great choice for players who wish to remain at a distance but still wish to deal a large amount of damage. They aren't efficient at casting spells, but some unique two-handed spears have ailments that can leave enemies stunned or poisoned.

Two-handed staves are the multi-handed versions of sceptres, bringing good melee damage and spell damage to create a hybrid style of attack. Aergon's Refuge is the exception to this rule, as it sheds the melee damage and focuses on spellcasting, providing the player with a secondary implicit of mana regeneration.

This will allow players to continuously cast powerful spells from a distance without ever worrying about running out of mana power.

While all weapon types mentioned so far can be equipped with any class of warrior, bows are tied to the Rogue class. This means no other class of warrior can wield this weapon, even if they are discovered in the overworld.

Bows offer long-distance fighters with an equivalent to the dagger, as they carry a better range and a faster attack rate but pack less of a punch when compared to most sceptres and two-handed staves. Rogues can deal good magic damage with bows, as most carry a secondary implicit to add elemental damage and statuses.

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