Weapons are a group of items in Barony that the player can use to increase how much damage they deal. Many enemies wield weapons as well, and will drop them upon death. Weapons can also be found inside of treasure chests, Shops, and laying around out in the open.
Each weapon type is tied to a specific weapon skill, with four major groups of melee weapons (excluding Unarmed), and one collective group of ranged weapons. Using weapons of a specific type will level up the player's proficiency for the weapons type, increasing damage inflicted and often decreasing the chance for the weapon to degrade on use.
It is important to appraise weapons before using them, if the player equips a cursed weapon they will be unable to unequip the weapon until it breaks, or is somehow uncursed through Remove Curse scrolls, spells, or blessings. Blessed weapons will inflict more damage, and will take longer to break. Succubi and Incubi have this system reversed, being stuck to blessed items and not stuck to cursed ones. Automatons can freely unequip cursed items.
See Damage Modifiers for a guide on a weapon's type effectiveness against various races and objects in the game.
Normal Melee Weapons[]
Melee combat in Barony allows the player to rapidly attack enemies by repeatedly pressing the attack button, dealing low damage quickly for moderate damage output. They can also charge up their melee swing by holding down the attack button, dealing increased damage in a "critical strike".
Attacking enemies from behind will deal more damage depending on the context. When they are unaware of the player, attacks to the back deals bonus damage in the form of a back stab. When they are fending off another attacker, attacking their back flanks their defenses for bonus damage.
Of all the melee weapons, the Whip is an oddity, being only equipped by the Punisher and not found anywhere in the dungeon like other melee weapons. It also has an extended melee reach, as well as being able to disarm enemies afflicted with certain status effects.
These types of weapons are listed below.
Image | Name | Weight | Value | Damage | Skill |
---|---|---|---|---|---|
Quarter Staff | 30 | 40g | +5 | Polearm | |
Bronze Sword | 30 | 60g | +5 | Sword | |
Bronze Mace | 30 | 60g | +5 | Mace | |
Bronze Axe | 30 | 60g | +5 | Axe | |
Iron Spear | 30 | 80g | +6 | Polearm | |
Iron Sword | 30 | 80g | +6 | Sword | |
Iron Mace | 30 | 80g | +6 | Mace | |
Iron Axe | 30 | 80g | +6 | Axe | |
Steel Halberd | 40 | 100g | +7 | Polearm | |
Steel Sword | 40 | 100g | +7 | Sword | |
Steel Mace | 40 | 100g | +7 | Mace | |
Steel Axe | 40 | 100g | +7 | Axe | |
Crystal Spear | 40 | 150g | +11 | Polearm | |
Crystal Sword | 40 | 150g | +11 | Sword | |
Crystal Mace | 40 | 150g | +11 | Mace | |
Crystal Axe | 40 | 150g | +11 | Axe | |
Whip | 20 | 100g | +3 | Ranged |
Normal Ranged Weapons[]
Normal Ranged Weapons are far different to melee combat, requiring the player to hold down the attack button until the projectile is launched, without any option of spontaneous, quick hits. In exchange for not being able to defend oneself effectively in melee combat, ranged weapons have the ability to launch projectiles a fair distance away, letting the player deal with threats from a safe distance. The rate of fire and range of the projectile varies between each type of ranged weapon, allowing some to trade in safety distance for better damage output, and vice versa.
Excluding the Slingshot, all Normal Ranged Weapons can also utilize Arrows & Quivers. When a Quiver is held in the right hand, it applies its effects to the weapon in the right hand, usually by increasing the damage output or inflicting status effects on the target.
Below is a list of all common ranged weapons.
Image | Name | Weight | Value | Damage | Range | Firing Speed |
---|---|---|---|---|---|---|
Slingshot | 5 | 40g | +5 | Short | ~1/1sec | |
Shortbow | 20 | 76g | +7 | Medium | ~1/1.25sec | |
Longbow | 20 | 80g | +11 | Long | ~1/1.50sec | |
Compound Bow | 20 | 80g | +10 | Medium | ~1/1sec | |
Crossbow | 30 | 100g | +8 | Short | ~1/.8sec | |
Arbalest | 100 | 200g | +17 | Short | ~1/2sec |
Thrown Ranged Weapons[]
In addition to the Normal Ranged Weapons, players may also use Throwable Ranged Weapons . These items usually trade their quick fire rate and high damage output for the price of having to retrieve them after use. Players can charge up the attack of these weapons similarly to normal melee weapons, dealing more damage and increasing the distance thrown of the weapon. These types of weapons are listed below.
Image | Name | Weight | Value | Damage | Range |
---|---|---|---|---|---|
Bronze Tomahawk | 10 | 4 | +6 | 11 Tiles | |
Iron Dagger | 5 | 14 | +8 | 11 Tiles | |
Steel Chakram | 5 | 21 | +10 | 11 Tiles | |
Crystal Shuriken | 5 | 28 | +12 | 11 Tiles |
Arrows & Quivers[]
Below is a list of arrows & quivers, which are used as an option ammunition for bows. Arrows use the ranged skill. See the main article Arrows for more information about collecting arrows, and how to use them.
Image | Name | Weight | Value
(Per Arrow) |
Damage | Effects |
---|---|---|---|---|---|
Crystal Ammo | 1+(1 per 5 arrows after 5) | 9g | +6 | High damage. | |
Fire Ammo | 1+(1 per 5 arrows after 5) | 9g | +2 | Inflicts Burning status effect on hit enemies. Illuminates hit walls. | |
Hunting Ammo | 1+(1 per 5 arrows after 5) | 9g | +2 | Inflicts Slow, Poison, and nausea which can cause vomiting. Deals bonus damage against non-humanoid creatures. | |
Piercing Ammo | 1+(1 per 5 arrows after 5) | 9g | +4 | Pierces enemy armor. | |
Silver Ammo | 1+(1 per 5 arrows after 5) | 9g | +2 | Deals bonus damage against demonic and undead enemies. | |
Springshot Ammo | 1+(1 per 5 arrows after 5) | 9g | +4 | Knocks back enemies away. | |
Swift Ammo | 1+(1 per 5 arrows after 5) | 10g | -2 | Reduces interval between readying the arrow and firing, increasing fire rate (By about half a second). Does not affect crossbow. |
Magic Weapons[]
Lost to the ages, Magic Weapons serve as the artifact equivalent of weapons. Each one is rarely found inside the dungeon, requiring the player to get lucky with finding mini-bosses, completing the Minotaur Maze, or playing as the Hunter.
Every weapon type except Unarmed has one Magic Weapon representative, having a unique special effect that scales with weapon proficiency as well as never being able to degrade or break. Most Magic Weapons do require the player to repair them however, often being worn or decrepit when first found. Here is a list of all the magical weapons of legend!
Image | Name | Weight | Value | Damage | Skill | Bonus |
---|---|---|---|---|---|---|
Dyrnwyn | 30 | 500g | +11 blessed +1 | Sword | Inflicts burn status and smites demonic and undead monsters. | |
Sharur | 0 | 500g | +11 blessed +1 | Mace | Speaks to the player occasionally giving hints or clues to secrets. Increases mana regeneration. | |
Gungnir | 0 | 500g | +11 blessed +1 | Polearm | Always does max damage, does not vary in damage. Able to pierce enemy defense. | |
Parashu | 30 | 500g | +11 blessed +1 | Axe | Randomly deals increased damage, slowing the enemy when doing so. | |
Khryselakatos | 0 | 500g | +16 | Ranged
(Medium,~1/1.25sec) |
Able to fire off random quiver arrows instead of normal arrows. | |
Boomerang | 10 | 50g | +6 | Ranged | Returns to the player a short while after being thrown. |