Crimson Desert Weapons: All 433 Across 13 Classes

By BrokenBuilds Wiki8 min readUpdated

Crimson Desert Weapons: All 433 Across 13 Classes

Crimson Desert ships with 433 weapons across 13 weapon classes. Around 30 are uniques, the meta-defining picks tied to quest rewards and boss drops. The other 400 are standard drops and crafting outputs that fill the gap until you find the named gear.

This guide walks the structure: which classes exist, who can use them, how Abyss Gear slots break down by handling category, what refinement does to the attack number, and which named weapons matter for each character.

Weapon Class Categories

Every weapon falls into one of four handling categories. Handling determines the Abyss Gear slot count, the single most important number for endgame potential.

Two-Handed (5 Abyss Gear slots). Greatswords, spears, and greataxes. Highest base attack and the deepest customization platform. Most endgame item:kliff builds run a 2H primary.

One-Handed (3 Abyss Gear slots). Swords, rapiers, hammers, maces, and one-handed axes. Faster swings at shorter range. Three slots covers one build identity (DoT stack, crit stack, attack speed) but not the layered stacking 2H weapons allow. item:damiane's rapier-pistol pairings and Kliff's dual-wield setups live here.

Ranged (5 slots on long-arms, 3 on pistols). Bows, rifles, and hand cannons match two-handed melee for slot count. Pistols sit at three because they're treated as one-handed.

Shields (2 Abyss Gear slots). Off-hand only. Used with swords on Kliff and rapiers on Damiane. Shields contribute defense and guard rate more than damage scaling.

A five-slot weapon and a three-slot weapon end up in different build categories regardless of base attack. Every weapon decision flows from that.

The Thirteen Weapon Classes

Greatsword. Two-handed S-tier with long reach and high damage. Kliff and Damiane. item:ignir is the standout, a fire-leaning greatsword with two Destruction I cores baked in. item:frozen-anguish, item:darkbringer, and Righteous Verdict round out the named options. Most popular Kliff main-hand for Melee DPS.

Spear. Two-handed S-tier with the longest melee reach in the game. Kliff exclusive in practice. item:vow-of-the-dead-king is the endgame Crit Boss Killer target, with Critical Rate Lv 3 and triple bane bonuses. item:soul-spear and Flame Spear cover earlier slots.

Sword. One-handed A-tier, fast at short range. Kliff weapon, sometimes paired with a shield. item:fated-shadow is the marquee. item:wolfs-fang is the Chapter 7 reward. Sword of the Wolf is the starter.

Rapier. One-handed A-tier, very fast at short range. Kliff and Damiane. item:white-wind-rapier is the Damiane staple, paired with the Spencer Pistol for Steel Rose. Grace Rapier and Fallen Kingdom's Rapier are alternatives.

Hammer. One-handed B-tier. Niche. Bonepit Greathammer leads the named hammers; the class sits below greatswords and spears for endgame use.

Mace. One-handed C-tier. Lowest-tier melee class. Wells Mace and Kordaav Mace exist but rarely show up in build guides.

Axe (One-Handed). B-tier melee with the highest single-hit damage of any one-handed weapon. Silverwolf Axe is the named pick, dropped by Myurdin. Committed single-target burst.

Greataxe. Two-handed B-tier with very high damage. item:oongka's signature class. Bonepit, Gorthak, and Iris greataxes hit 18 to 19 ATK with Lv 2 to Lv 3 critical secondaries. The Mountain Breaker / Siege Titan Oongka build runs the Double-Headed Axe of Greed.

Bow. Ranged S-tier with very long range. Kliff weapon. Golden-Knotted Ancestral Bow tops the named bows at 19 ATK. Grey Wolf Bow is Kliff's default starter.

Pistol. Ranged one-handed S-tier, fast at low-to-moderate damage. Kliff and Damiane. Spencer Pistol drives the Damiane Steel Rose rotation. Falconne and Rosemond pistols are alternatives.

Hand Cannon. Ranged A-tier, slow to charge but high damage. Kliff and Oongka. Bismuth Cannon tops the named list at 20 ATK. Softens groups before Oongka's greataxe engages.

Rifle. Ranged two-handed B-tier with very high damage. Longest range in the game. Wells Musket and Competition Muskett are the named picks. Devastating against stationary targets.

Dagger. Stealth tool, not a combat weapon. Instant-kill on undetected backstabs. All daggers share Lv 5 critical rate. For opening encounters or thinning patrols, never sustained combat.

Refinement: +0 to +10

Every weapon refines from +0 to +10 at any Blacksmith. The progression: roughly +2 attack per level for the first five levels, then +3 per level from +5 through +9, then a +5 jump on the final upgrade.

For a base-16 two-handed weapon (Ignir, Frozen Anguish), the curve runs 16, 18, 20, 22, 24, 26, 29, 32, 35, 38, 43. That's 27 attack gained over 10 levels. One-handed weapons starting at base 12 gain about 22 attack across the same range.

Levels 1 through 4 cost standard ores. The cost wall hits at +5, where the blacksmith demands Abyss Artifacts. The +9 to +10 jump requires Aeserion's Scales, which drop from late-game dragon encounters.

Refinement is deterministic. No failure chance, no soft cap. The "Inspect" preview on any weapon shows the exact gain at every level for that specific item.

Abyss Gear on Weapons

Abyss Gear is the socketing system that unlocks at Chapter 5 via the Witch Elowen. Cores plug into weapon slots and either modify damage (Destruction I, Malicebane III), trigger effects (Crow's Pursuit, Shadow Claw), or layer secondary stats (Greater Crit, Swift I). The same system sockets into armor; the Armor Guide covers Abyss Gear on the defensive side.

Slot counts per weapon category:

  • Two-handed melee, bows, rifles, hand cannons: 5 slots
  • One-handed melee and pistols: 3 slots
  • Shields: 2 slots

Most named weapons arrive with three pre-installed cores. On a two-handed weapon, that leaves two open slots for synthesis. On a one-handed weapon, all three slots are spoken for unless you remove cores, which costs the core itself.

Five-slot weapons are stronger for endgame than three-slot. The Elemental Infusion archetype on Kliff exists because Ignir's five slots support stacking multiple imbue effects. A three-slot weapon builds one identity well; a five-slot weapon stacks two or three.

Unique vs Non-Unique

Of the 433 weapons, around 30 are uniques. They have proper names, specific drop sources tied to quests or named bosses, distinctive secondary stat profiles, and pre-installed Abyss Gears. They drive the meta. Build guides reference them by name because they're the only weapons most players read about.

The other ~400 are non-uniques: standard drops, crafting outputs, vendor stock. Non-uniques in the same handling category converge to the same maximum attack at +10 refinement, so differentiation lives in secondary stats and pre-installed cores.

What makes a unique special isn't raw attack at max refinement. It's the pre-installed cores you can't synthesize elsewhere (Ator's Orb, Shadow Claw, Greysoul Howling), a secondary stat ceiling above what non-uniques offer, and the named identity that anchors a build archetype. Vow of the Dead King's Critical Rate Lv 3 plus triple bane cores is the only configuration that makes the Crit Boss Killer rotation work.

Marquee Unique Weapons

Ignir (greatsword, 24 ATK, 43 at +10). Chapter 7 reward. Two Destruction I cores and one Insight I pre-installed. Default endgame Kliff main-hand for Melee DPS and Elemental Infusion.

Vow of the Dead King (spear, 16 ATK, 35 at +10 from base 12). Frostveiled Castle Ruins. Critical Rate Lv 3 plus Bloodbane I, Primalbane I, and Malicebane I. Anchors Crit Boss Killer. Lower base attack than other spears, balanced by the highest crit ceiling in the game.

Fated Shadow (one-handed sword, 25 ATK). Greysoul Howling pre-installed. The strongest named one-handed sword in the database.

Wolf's Fang (one-handed sword, 18 ATK, Lv 2 ATK Speed). Chapter 7 reward. Mid-game Kliff dual-wield staple.

Frozen Anguish (greatsword, 25 ATK). Spire of Frost chest. Stamina Transference, Gale I, and Destruction I pre-installed. High raw damage option for Melee DPS Kliff.

Darkbringer (greatsword, 22 ATK, Lv 1 ATK Speed, Lv 3 CRIT). White Wastes Sanctuary. Ator's Orb plus Gale I and Insight I. Critical-leaning greatsword for Crit Boss Killer variants.

White Wind Rapier (rapier, ~10 ATK, Lv 2 ATK Speed). Damiane Steel Rose staple, paired with the Spencer Pistol. Built for fast-swing combo damage rather than per-hit numbers.

Soul Spear (spear, 27 ATK). Antumbra Ritual Grounds. Spectral Projectiles pre-installed. High-attack alternative to Vow of the Dead King for spear builds that don't need the crit ceiling.

What's Next

This is one half of the picture. The other half is which weapons rank above which for which builds, and that's the Weapons Tier List. Tier rankings change with patches; the structure on this page does not.

For specific build paths that stack these weapons with Abyss Cores and skill tree allocation, head to the Kliff Build Guide, or read the Skill Tree Guide for class-agnostic node planning.