Queen's Domain has a large weapon catalogue — a full in-game list runs to 77 main weapons, 33 accessories and 92 treasures — but you do not need to memorise it. Every melee weapon carries a damage type and a speed rating, and those two numbers decide how it behaves against anything you meet. Pick the right pair for the enemy in front of you and the level of the weapon barely matters.
How big the catalogue is
The official store page advertises more than 50 melee weapons and more than 20 throwing weapon types, and the complete in-game weapon list runs longer still at 77 main weapons, 33 accessories and 92 treasures. Not all of them are practical in a given run, and the ones you actually use tend to be the early staples, the evolutions, and a handful of late arrivals.
A handful of the weapons are firearms rather than blades: the Shock Rifle found in the Ancient World, plus Plasma Sword, Plasma Spear, Wind Blaster, Wave Gun, Piercing Beam Cannon and Heavy Rifle. The starting Rusty Sword is longer-reaching in its Rusty Spear form, and the Wooden Club you find in the first room with a solid wooden chest is your first heavy weapon.
Queen's Domain weapons: damage type and speed decide everything
Every melee weapon has a damage type — Slash, Impact or Pierce — and a speed rating of Fast, Average or Slow. Together they tell you what the weapon will do to a given enemy:
- Skeletons are weak to blunt impact damage and resist swords.
- Plant and bug enemies are weak to swords.
- Impact-type hits stagger skeletons, and a hit landed in the moment before an enemy swings cancels its attack.
That is the whole combat system in three sentences. Swapping between two weapons with different damage types is worth more than upgrading one of them. The way stamina interacts with all of this is in the Power Meter guide.
Weapons level on their own
Weapons level separately from your character. Each one has its own maximum level, generally 10, and the experience a weapon earns comes from the damage you deal with it rather than from the number of hits. Heavier and better-charged hits level it faster.
There is a second-order effect worth knowing: older weapons level up quicker later on, because your character damage keeps growing with your level and with food buffs, and bigger damage means more weapon experience per hit. A weapon you found in the first hour is not automatically obsolete by the last one. What each weapon becomes when it hits that level is in the weapon evolution guide.
Notable weapons worth picking up
- Azure Torch — burns enemies over time and doubles as the item used to light the Obmuer Temple beacons.
- Engraved Halberd — from the Water Temple.
- Vampiric Scimitar — steals life.
- Wind Rapier, Golem Arm Crusher, Iron Fist, Holy Sword Unok Replica, Puwema's Wind Dancer, Wodaso's Holy Lightning, Blood Moon and Sin Keeper's Spear — all worth grabbing when you see them.
- Cestus — never evolves, but its upgrade path is real and its heavy attack is a mid-air uppercut that gives extra height, so it stays useful for platforming. It is the tool that opens the Deimpo Mausoleum.
- Pandora Blade — a traversal weapon rather than a damage weapon; it keeps a dash-jump that nothing else does.
The mid-game also opens an upgrade path for many weapons, including the Cestus. The list of what to be carrying once you are past the mid-game is in the endgame weapons guide.