
Starlight Wardens guide
Seven kinds of weapon
Every weapon belongs to one of seven kinds, and the kind decides how it is held and swung. A weapon's rarity shows in its colour; most carry an element, and each has one skill.
The seven kinds
- BladeFast arcs, a three-hit combo, short reach.MeleeLeaves a hand for a shield
- HeavySlow, a big arc, knocks monsters back and staggers them.MeleeNo shield
- TwinVery fast, crits often, short reach; a blade in each hand.MeleeA blade in each hand
- SpearA long thrust that pierces a line of monsters.MeleeLeaves a hand for a shield
- BowHold to draw, release to loose; a full draw pierces.RangedNo shield
- StaffSlow orbs that burst over an area.RangedNo shield
- WandRapid homing bolts that seek the monster ahead; boons can make them skip on.RangedLeaves a hand for a shield
Elements
A monster may be weak to one element and resist another (the Codex shows both once you have slain it). A weapon without an element never meets either, and hits a little harder to make up for it.
- FireA hit sets the target burning; a new hit refreshes the burn.
- FrostHits slow the target and build chill until it freezes solid. Bosses and elites only slow.
- StormA hit may arc to nearby monsters.
- NatureHits poison, stacking, and a poisoned monster deals less damage.
- AstralCritical hits land harder and mark the target, so the next hit is likelier to crit.
Every weapon
Blade (11)

Warden's Shortsword

Hollow Sabre

Tin Cutlass

Coldsnap Sabre

Moonlit Sabre

Cinder Falchion

Rosethorn Rapier

Emberfang

Tempest Edge

The First Splinter

Skyfall
A block strikes the attacker for 30% to 60% of a hit; a perfect block or a dodge makes your hits deal 15% to 30% more for 4 seconds. 15% less attack speed.
Heavy (10)

Lumber Axe

Quarry Maul

Kindling Club

Glacier Cleaver

Thunderhead Maul

Avalanche

Rootbreaker

Skystone Maul

Forgeheart

Heart of Cinders
Every third hit erupts, 5% to 10% of a hit within 3 m, and sets everything there alight; burning monsters that die pass their burn on within 3 m. 10% less attack speed.
Twin (10)

Paring Knives

Frostbite Shivs

Viper Fangs

Flicker Knives

Tailor's Shears

Gloamfang

Mantis Hooks

Hush and Hollow

Flash and Rumble

Fang of the Deep
A hit poisons one time in six; poison deals 10% to 20% more, and poisoned monsters that die pass it on within 4 m. 15% less maximum health.
Spear (10)

Militia Pike

Reed Lance

Hearth Poker

Squall Halberd

Rimehook Glaive

Lodestar Partisan

Boltspire

Wyrmtooth

Worldroot Lance

Maelstrom Trident
A dash calls the sea's lightning through 4 monsters, 15% to 30% of a hit each, and your thrusts are 6% to 12% faster for 3 seconds. 14% less maximum health.
Bow (9)

Ashwood Bow

Gale Shortbow

Thornwood Longbow

Starshot Crossbow

Poacher's Longbow

Sunflare Bow

Rimesong

Skysunder

Dawnbreaker
A full draw splits into three sunbeams at 3% to 6% each; a critical hit sets everything within 3 m alight and deals 10% to 20% more. 18% less attack speed.
Staff (10)

Apprentice Staff

Hearthwood Staff

Spyglass Staff

Hoarfrost Staff

Grovekeeper Staff

Verdant Crook

Old Weathercock

Aurora's Reach

King's Noon

Everwinter
Every hit chills; a monster you kill shatters, 5% to 10% of a hit within 3 m, and freezes everything there for 1 second (every 5 seconds at most). 15% less attack speed.
Wand (10)

Sparking Twig

Dowsing Rod

Pointing Stick

Ember Grimoire

Frost Needle

Voltaic Rod

The Last Match

The Wishing Star

Heartwood Sprig

Will-o'-the-Wisp
A dash looses three wisps at monsters, 10% to 20% of a hit each, and you cast 6% to 12% faster for 3 seconds. 12% less maximum health.