01

Sword & Shield

A readable starting family for players who want a defensive answer attached to a close-range route. Test block recovery, safe entry, and which upgrade turns defense into damage.

02

Greatsword and Dagger

Greatsword asks for commitment and timing; Dagger asks for short entries and fast exits. Compare the two in crowded rooms rather than judging only their best single hit.

03

Katana and Crossbow

Katana routes tend to reward movement and burst timing, while Crossbow routes reward distance, firing lanes, and reload management. The correct artifacts are the ones that keep those jobs repeatable.

04

Staff and the upgrade tree

Staff is the natural home for spell and grimoire experiments, but it still needs room control and a resource plan. Use the Journal to verify each branch and record the version beside any tier placement.

05

Use a three-run comparison

Do not swap branches after one unlucky room. Give a weapon three comparable attempts: one where you learn its normal rhythm, one where you test its escape tool in a busy room, and one where you save its best action for a boss window. The point is to learn a branch, not to win a random damage race.

After the third run, choose the branch that solved your most common failure with the fewest special conditions. Then let artifact and tablet choices reinforce that job. This is a cleaner decision than copying a tier list built around someone else's rare inventory.

06

Keep a weapon test note

For each attempt, record only five fields: branch, chapter reached, safe range, the upgrade that changed the route, and the mistake that ended it. That small record reveals whether a weapon truly lacks damage or whether positioning, inventory placement, or an unread telegraph is the actual issue.

When a player asks which weapon is best, answer from those notes: best for learning, for a boss window, for crowded rooms, or for a co-op role. A useful wiki makes the comparison visible instead of hiding every decision behind a global rank.