
木制黑伤
A wooden single-handed weapon. Its special attack spends one pure Sha-Chi charge on an unblockable flurry.
- Initial damage
- 160
- Initial guard-break power
- 80
WIKI / REFERENCE LIBRARY
Browse 30 primary weapons by name and region.
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A wooden single-handed weapon. Its special attack spends one pure Sha-Chi charge on an unblockable flurry.

A single-handed starter weapon. Chain ordinary attacks into Sha-Chi attacks; its special technique performs an unblockable ground-level flurry.

Dual blades with a flurry-based special technique. Sha-Chi attacks can follow an ordinary combo.
Region · 悲泣溪谷

残钢刃
Builds bleeding on hits and triggers a burst when the meter fills. Bleeding does not work on puppets, golden bodies or phantoms.

A two-handed long blade. Its special technique delivers a sequence of unblockable slashes for one pure Sha-Chi charge.
Region · 悲泣溪谷

红妆鬼斩
Combo-created flowers slow enemies and drain Sha-Chi. They explode after three seconds and damage enemies in the area.

Drinking restores Sha-Chi and enables flying-sword attacks for fifteen seconds. The basic broken sword loses damage at long range.
Region · 血色森林

Hits steal health except from puppets, golden bodies and phantoms. Sha-Chi attacks trade temporary health for damage; heal within twelve seconds before the loss becomes permanent.

白蟒赤练
Alternate the short and long blade to maintain a rising-damage dance. The orbiting short blade continuously consumes Sha-Chi until recalled.
Region · 血色森林

Guarding consumes less Sha-Chi, at the cost of losing perfect guards. Its special technique pushes enemies back at medium range.
Region · 陆家村

Hits fill an erosion meter and cause a burst. Its ten-second transformed state makes attacks unblockable and strengthens damage against broken guards.
Region · 陆家村

Spend Sha-Chi to activate a ten-second sword-wave state. Attacks in that state send ranged sword energy forward.
Region · 陆家村

破军
Switching to this weapon or perfect-guarding a blue attack triggers a short charge. Its special technique focuses on reducing enemy Sha-Chi.
Region · 庞镇

A counter stance answers melee attacks; stronger incoming attacks produce stronger counters. The initial stance cannot counter full-force strikes.
Region · 庞镇

灵蛇软剑
The stance replaces dodges with slips and enables repeated evasion after a perfect dodge. Time its counter just before an enemy hit.

Build wind and lightning with different attacks. Having both grants a twenty-second attack boost; releasing the storm ends both effects early.

Perfect guards build red-blade stacks, which can be spent on a heavy slash. The special technique marks its target to increase damage and Sha-Chi depletion.

Its Sha-Chi combo ends in thrown rings. The special technique retreats and launches tracking rings at the locked target.

Hits build chill and freeze the target once the meter fills. The special technique finishes by freezing enemies.

Build malice to boost damage and Sha-Chi depletion for twenty seconds. While active, attacks throw the paired axes around the target.

A charged spinning sequence activates a thirty-second Azure Dragon state. The finishing slash consumes that state.

Switch between steel, chaos fire and ice forms using Sha-Chi. Steel favors direct impact, chaos burns health and Sha-Chi, and ice builds freezing.

Ordinary guards cost extra Sha-Chi. A perfect guard strengthens the next attack’s Sha-Chi depletion, and the special technique favors guard-broken targets.

Store up to two elemental marks, then spend their combination on a spell. Different pairs produce fire, lightning, ice or temporary buffs.

Summons a golden sword when switched in or after a perfect blue guard. Floating swords embed for twenty seconds, exploding when five accumulate.

A fatal hit can trigger a health-restoring rebirth state that then drains health. Awakening grants a ten-second combat transformation.

Create a double for twenty seconds; a new one requires ten seconds after the previous double vanishes. The double prioritizes Soul’s target.

Build fire energy to ignite the blade for fifteen seconds. The special strike charges up to three stages and is stronger against frozen targets.

Drinking enables flying swords without the broken sword’s range penalty. A drunken special state lasts twenty seconds and exchanges guarding for automatic evasion.

Its ten-second sword-wave state adds ranged energy to attacks. The special technique uses paired swords for an unblockable sequence.
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