Master Neva's combat with this weapons guide. Learn about diverse melee weapon types, their properties, and where to acquire powerful armaments.
Understanding the diverse arsenal available in Neva is crucial for survival and success. This detailed guide breaks down various weapon types, their unique properties, and where to acquire some of the most potent armaments.

Melee Weapons
Melee weapons are your bread and butter for close-quarters combat. They come in a wide array of types, each with distinct damage profiles and special enchantments.
Daggers
- Drow Dagger: Inflicts an additional 1d6 Acid damage. Often found in areas populated by Drow, such as the Underdark.
- Yawning Portal Dagger +2: While it has a slight damage reduction (-1), its +2 enchantment makes it reliable early on. Typically sold by merchants in major cities like the Yawning Portal Inn.
- Enserric the Dagger +4: A powerful vampiric weapon, granting +5 Vampiric effect. This dagger is part of the "Enserric" set, which often requires completing specific questlines related to ancient artifacts. It also allows for unlimited daily "Talk" uses, suggesting a unique conversational utility.
- Bloodsucker +6: An exceptional dagger with +6 Vampiric and the Keen property, increasing its critical threat range. This high-tier weapon is usually a rare drop from powerful bosses or found in high-level dungeons.
- Leech +8: Boasts a massive +8 enchantment and +5 Vampiric. A truly endgame weapon, often found in the deepest, most dangerous parts of the world.
- Risktaker +8: A unique dagger for assassins, granting Haste, +10 to Hide and Move Silently, but penalizing INT and WIS by 4. This is a specialized drop, likely from an assassin-themed quest or enemy.
- Hatred +4: Features the Keen property and a chance to inflict 1d2 Strength damage (DC22). A good choice for debilitating enemies.
- Strife +4: Another Keen dagger with a 50% chance to inflict Doom for 2 rounds (DC22). Excellent for crowd control.
Kukris
- Kukri +6: A solid, enchanted kukri.
- Cutting Star +8: Inflicts 1d6 Fire damage and has a 25% chance to cause Blindness for 3 rounds (DC14). A potent weapon for both damage and debuffs.
Handaxes
- Handaxe +6: A reliable enchanted handaxe.
- Ice Reaver +8: Deals 1d6 Cold damage and has Cold Resistance 15/-. Ideal for areas with fire-based enemies.
Kammas
- Kama +6: Standard enchanted kama.
- Imaskari Kama +8: Deals 1d6 Acid damage and grants +5 Discipline.
Light Hammers
- Light Hammer +6: Basic enchanted light hammer.
- Izu's Hammer of Fabrication +6: A crafter's dream, granting +15 Lore and +15 Craft Weapon. Essential for players focusing on crafting.
- Storm +8: Inflicts 1d8 Electrical damage and has Electrical Resistance 10/-.
Maces
- Mace of Disruption +8: A powerful weapon against undead, granting +3 enchantment, +8 vs. Undead, and 1d10 Fire damage vs. Undead, with a chance to Slay Undead (DC20).
- Lavoera's Wrath +3: A good-aligned weapon, granting +6 vs. Undead and a chance to Slay Undead (DC20).
Short Swords
- Enserric the Short Sword +4: Similar to its dagger counterpart, this short sword offers +5 Vampiric and unlimited daily "Talk" uses.
- Unmaking +5: Specialized against constructs, granting +8 vs. Construct, 1d8 Acid damage vs. Construct, and +3 Dexterity.
- Feyduster +8: Has a 50% chance to inflict Sleep for 2 rounds (DC16).
- Renewal +3: Inflicts 2d6 Fire damage and has Fire Resistance 10/-.
Sickles
- Golden Sickle +8: Grants +5 Animal Empathy and +1 to Druid spells of levels 0-3. Excellent for Druid characters.
- Bloodletter +4: Inflicts Wounding (DC24) and +2 Vampiric.
- Souldrinker +5: Inflicts Level Drain (DC16) and +1 Vampiric.
Bastard Swords
- Brimstone +7: Deals 2d6 Fire damage and has a 75% chance to Daze for 1 round (DC26).
- Bloodletter +8: Inflicts Wounding (DC14) and +2 Vampiric.
Battleaxes
- Sentinel +8: Grants +6 to Listen and Spot, and True Seeing 2/day, along with 10m Light. An excellent utility weapon for exploration.
Clubs
- Stone Cold Club +3: Against giants, deals 1d6 Cold damage and has a 50% chance to inflict Fear for 2 rounds (DC14).
- Gladiator's Club +8: Has a 50% chance to Daze for 2 rounds (DC22).
Dwarven Waraxes
- These exotic weapons deal 1d10 damage with a critical threat range of 20/x3. Various enchantments are available, up to +6.
- Spellsmasher +6: Penalizes INT by 4 and has a 5% chance to inflict Silence for 5 rounds (DC26).
- Axe of the Dwarf Lord +7: Deals 1d10 Sonic damage, grants +2 Charisma and +5 vs. Fear.
- Harvest Axe +8: Has a chance to inflict Vorpal (DC18), instantly killing enemies on a critical hit.
Katanas
- Sword Saint Legacy +8: Deals 2d6 Sonic damage vs. Evil.
- Radiant Death +12: A legendary weapon with Keen, +5 Critical, and a -5 Natural AC penalty. This is one of the most powerful weapons in the game.
Flails
- Flail of Destruction +3: Deals 1d8 Fire damage.
- Sabal's Flail +5: Deals 2d6 Fire damage and allows Flame Lash 3/day.
Light Flails
- Foundation +8: Has a chance to inflict Knock (DC22).
Longswords
- Drow Longsword +2: A basic enchanted longsword.
- Enserric the Longsword +4: Part of the "Enserric" set, offering +5 Vampiric and unlimited daily "Talk" uses.
- Aramil's Blade +6: Features Vorpal (DC14), Keen, +8 Strength, -4 Dexterity, and Call Lightning 1/day. A powerful but stat-altering weapon.
- Astral Blade +8: Deals 2d6 Sonic damage.
Staves
- Staff of Sodalis +5: For Sorcerers and Wizards, granting Energy Drain, Energy Burst, and Energy Ray.
- Staff of Balpheron +6: For Sorcerers and Wizards, granting Haste effect, Scintillating Sphere.
- Withering +6: Allows Animate Dead 3/day.
Morningstars
- Nemesis +6: Deals 1d8 Divine damage and has a 50% chance to inflict Slow for 2 rounds (DC26).
- Drone +8: Deals 1d6 Sonic damage and has a 50% chance to inflict Slow for 2 rounds (DC14).
Rapiers
- Deathslayer +5: For Rogues, granting +8 vs. Undead, 1d8 Positive Energy vs. Undead, and +3 Dexterity.
- Devil's Sting +6: Deals 1d6 Acid damage and has a chance to inflict Poison (DC26, STR-1d2, CON-1d2).
- Namarra +8 "Neversleep": Has a 50% chance to inflict Sleep for 2 rounds (DC16).
Scimitars
- Desert Wind +8: Deals 2d6 Fire damage.
Warhammers
- Hammer of the Glacier +5: Deals 20 Cold damage and has a 75% chance to Stun for 1 round (DC14).
- Rune Hammer +8: Grants Spell Resistance 16.
- Merkil's Hammer +3: Against constructs, grants +6 vs. Construct and 2d6 Sonic damage vs. Construct.
- Fiendfoe +5: For Champions, granting +10 vs. Outsider and +5 Deflection AC vs. Outsider.
Whips
- These exotic weapons deal 1d2 damage with a critical threat range of 20/x2 and can Disarm. Various enchantments are available up to +6.
- Deathcoil +5: For Evil Blackguards, dealing 1d10 Negative Energy damage.
Dire Maces
- Ironwood Mace +8: Inflicts Wounding (DC14) and reduces weight by 40%.
Double Axes
- Axe of the Tall Kin +8: Deals 1d6 Fire damage, is Keen, and provides 15m Light.
- Slasher of Koth +5: Deals 1d10 Electrical damage and is Keen.
Greataxes
- Stonefire Axe +8: Deals 2d6 Fire damage.
Greatswords
- Enserric the Greatsword +4: Part of the "Enserric" set, offering +5 Vampiric and unlimited daily "Talk" uses.
- Harbinger Kin +8: Deals 2d6 Fire damage.
Halberds
- Ravager +8: Deals 1d6 Sonic damage and has a 50% chance to Daze for 2 rounds (DC14).
Heavy Flails
- Reaver +8: Deals 2d6 Cold damage.
Quarterstaffs
- Staff of Ascension +4: For Druids, deals 1d6 Electrical damage and allows Call Lightning 1/day.
- Thornshield +4: For Sorcerers, grants +4 Deflection AC and Damage Reduction 5/+5.
- Fiery Power Quarterstaff +5: Allows Meteor Swarm, Wall of Fire.
- Aiedo Wither-Stick +8: Has a chance to inflict Strength Ability Drain (DC14).
Scythes
- Tebimar's Scythe +5: Is Keen and deals an additional 1d8 Critical damage.
- Sea Reaver +8: Deals 2d6 Sonic damage vs. Elemental, is Keen, and grants Resist Elements 5/day.
Spears
- Fey Spear +8: Deals 1d6 Electrical damage and has a 50% chance to inflict Sleep for 2 rounds (DC14).
Two-Bladed Swords
- Honor and Death +3: For Lawful characters, grants +5 vs. Chaotic and 1d10 Electrical damage vs. Chaotic.
- Blade of Shadows +4: Has a chance to inflict Strength Ability Drain (DC22).
- Anduvir +5: Deals 1d8 Electrical damage, has Electrical Resistance 10/-, and allows Chain Lightning 1/day.
- Uthgardt Ceremonial Blade +8: Deals 1d6 Cold damage, is Keen, and grants +5 Discipline.
Ranged Weapons
Ranged weapons are essential for engaging enemies from a distance, providing tactical advantages and allowing certain builds to shine.
Throwing Weapons
- Dart +6: Basic enchanted dart.
- Shuriken +6: Basic enchanted shuriken.
- Throwing Axe +6: Basic enchanted throwing axe.
- Acid Bomb: Single-use item dealing Acidbomb damage. Useful for area-of-effect acid damage.
- Fire Bomb: Single-use item dealing Firebomb damage. Useful for area-of-effect fire damage.
Crossbows
- Light Crossbow +6: A reliable enchanted light crossbow with +6 Attack.
- Crossbow of Lightning Strike: Grants +8 Attack, Haste, and 1d6 Lightning damage. A powerful choice for rapid, electrified attacks.
- Heavy Crossbow +6: A reliable enchanted heavy crossbow with +6 Attack.
Shortbows
- Shortbow +6: A reliable enchanted shortbow with +6 Attack.
- Battle Legion Bow: Grants +8 Attack, Freedom, Damage Reduction 10/+2, and the Point Blank Shot feat. A fantastic bow for archers.
- Assanti: Grants +5 Attack, +5 Mighty, 1d6 Lightning damage, and unlimited ammunition. An excellent bow for sustained damage.
- Composite Shortbow +6: Grants +6 Attack and +8 Mighty, allowing for higher damage based on Strength.
Longbows
- Longbow +6: A reliable enchanted longbow with +6 Attack.
- Composite Longbow +6: Grants +6 Attack and +8 Mighty, allowing for higher damage based on Strength.
- Forever: For Arcane archers, grants +6 Attack, +5 Mighty, 1d6 Fire damage, and unlimited ammunition.
- North Wind Bow +8: Grants +8 Attack, +8 Mighty, 20/- Cold Resistance, and 1d6 Cold damage.
Slings
- Sling +6: A reliable enchanted sling with +6 Attack.
Ammunition
- Arrow +4: Deals +4 additional damage.
- Arrow +5: Deals +5 additional damage.
- Poison Arrow: Inflicts Poison (DC26, STR-1d2, CON-1d2) and 2d6 Acid damage. Sold in stacks of 99.
- Arrow of Petrification: Can turn enemies to stone (Flesh to Stone effect).
- Bolt of Negative Energy: Deals +3 damage and Negative Energy damage.
Acquisition Strategies
Many of the more powerful weapons in Neva are not simply purchased from general merchants. Here are some common acquisition methods:
- Quest Rewards: Completing significant questlines, especially those involving powerful factions or ancient lore, often yields unique enchanted weapons. Pay close attention to quest descriptions and NPC dialogues for hints.
- Boss Drops: Defeating challenging bosses and mini-bosses in dungeons and specific areas is a primary source of rare and epic weapons. Always check their loot tables.
- Hidden Chests & Secret Areas: Many powerful items are tucked away in well-hidden chests or within secret areas that require keen observation, high Search skills, or specific puzzle solutions to access.
- Specialized Merchants: While general merchants offer basic enchanted gear, specialized vendors (e.g., Drow merchants in the Underdark, arcane shopkeepers in magic academies) often carry more potent and unique items. Be prepared for higher prices.
- Crafting: For weapons like Izu's Hammer of Fabrication, crafting can be a viable path. Investing in crafting skills and gathering rare materials can lead to powerful custom gear.
- Random Loot Generation: Some enchanted weapons may appear as random loot in high-level areas, though specific named items are usually tied to fixed locations or drops.
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