ATLYSS currently has ten weapon types, not seven. Any class can equip a weapon when it meets the level requirement, but damage stats, mastery and skills determine whether it performs well for a build.
| Scaling group | Weapon types | Notes |
|---|---|---|
| Strength | Blades, Maces, Greatblades, Hammers, Polearms | Close-range physical weapons; one-handed Blades and Maces can use an Off Hand |
| Mind | Scepters, Bells | Spell-oriented weapons; Bells are two-handed and often produce multi-hit area projectiles |
| Dexterity | Katars, Bows, Shotguns | Fast fist weapons or ranged pressure; Bows and Shotguns are two-handed |
The 12026 update renamed Swords to Blades, Weapon/Alt Weapon to Main Hand/Main Hand (Alt) and Shield to Off Hand.
Mastery

Strength Mastery, Mind Mastery and Dexterity Mastery unlock charged attacks for their related weapon families and currently provide a 40% damage bonus to matching weapons. The three guardian NPCs offer repeatable mastery-scroll quests at level 10.
Bells
Bells are two-handed Mind weapons. Their standard attacks launch limited-range projectiles with strong area coverage, while each Bell may have a different mastery charge behavior. They are slow but effective against groups.
Greatblades and Hammers
Both are two-handed Strength weapons. Greatblades favor broad melee swings; Hammers specialize in heavy hits. Because they occupy both hands, they cannot use an Off Hand shield.
Bows and Shotguns
Both are Dexterity ranged weapons. Focus Shot and Spread Shot require a ranged weapon and work with this family. Current Shotguns deal heavy damage but have a slower firing cadence than their earliest versions.
Weapon Choice Tips
- Match the weapon's scaling to your highest combat stat unless you apply an appropriate conversion stone.
- Learn the relevant mastery before judging the weapon's full moveset.
- Stats from the alternate weapon do not benefit you while that weapon is not held.
- Lock Main Hand if accidental action-bar swaps interrupt your build.
- Check version-specific item values: Early Access balance patches frequently adjust base damage.