Weapons, Phantom Edges and the Reforging Talisman
How the 55-weapon arsenal is structured, why blunt matters, and how to respec without punishing yourself.
The loadout shape
You carry two main weapons and two Phantom Edges, and the demo menu showed eight swappable loadout slots. Main weapons are swappable mid-combo, which is unusual — you change tools inside a string, not just between fights.
Officially the game ships with more than 30 main weapons and 25 Phantom Edges. That is over 55 total, each meant to have its own mechanics rather than sharing a moveset skeleton.
Why you need something blunt
S-GAME has confirmed heavily shielded enemies that blades alone cannot break. Iron fists and hammers are the stated answer.
The practical takeaway: a shield-breaking option needs a permanent home in your loadout, because you cannot swap mid-fight into a category you did not bring.
Bosses give you their weapons
Defeating certain foes grants both their weapon and its signature technique, so progression is tied to encounters rather than to a crafting or shop system.
The clearest example so far: beating Wan Jun "Coppermaul" gives you Bashpole, his warhammer — which also smashes weakened floors open, making it a traversal key as much as a weapon.
Reforging removes the risk
The Reforging Talisman resets a weapon upgrade level and returns the materials so you can reinvest them elsewhere. That is a full refund, not a respec tax.
Practically it means experimenting early is safe. Upgrade what feels good; if it stops working, take the materials back.
Source: Compiled from official State of Play coverage and hands-on previews · mis à jour 2026-09-08