Weapons Guide
The Slayer Legend weapon system - rarity grades from Common to Immortal, drops versus summons, equip and owned effects, and how to progress your blade.
Weapons Overview
Your weapon is one of the two primary damage sources in the game (skills being the other), and weapon progression is the single best place your
Diamonds can go. Every weapon is a sword - this is a game about a Slayer and their blade, no bows or wands here - and each one carries two kinds of power: an equip effect that applies while it's in your hand, and an owned effect that applies passively forever, just for having it in your collection. That second part changes how you think about summoning: duplicates and low-grade weapons aren't trash, they're permanent account-wide stats (and fusion fodder besides).
The Rarity Ladder
Weapons climb through rarity tiers - Common, Great, Rare, Epic, Legendary, Mythic, Immortal - and within each tier sit four sub-grades, numbered Grade 4 (lowest) to Grade 1 (highest). So a "Mythic G1" is the best mythic-tier weapon, one step below Immortal. The ladder is long deliberately: promotion requirements reference it directly (Arcanite expects a heavily enhanced Mythic G1, and the promotions beyond it expect the Immortal blade Orr), so weapon progress and promotion progress stay coupled through the whole game.
Getting Weapons
Two channels:
- Stage drops. Monsters drop weapons at a low rate (a fraction of a percent per kill - yes, it really is that low, which is why drop-rate buffs matter). Drop quality scales with your stage: the opening stages drop Common G4, and by the stage 500 range you're seeing Legendary-grade drops. Drops alone won't carry your weapon progression, but they quietly feed your owned effects and fusion material all game long.
- Summoning. The shop's weapon summon, paid in diamonds, is your real engine. Summon levels rise as you pull, improving the available pool - and this is precisely why the community's diamond priority list puts weapon summons at the top. Early game, mid game, it's rarely wrong to put spare diamonds here.
Five copies of the same grade fuse into one weapon of the next grade up, which turns summon volume into steady ladder progress even when luck is cold.
Leveling Your Weapon
Weapons are enhanced with
Enhance Cubes up to level 200 - with the exception of the final weapon, which can push beyond that cap. Enhancement multiplies the weapon's ATK contribution, and promotion checks generally assume your weapon is enhanced, not just held. Cubes come primarily from stage farming, idle rewards, and the Closed Mine dungeon, so weapon leveling is more about routine than luck.
What About Soul Weapons?
Different system entirely - soul weapons are crafted from souls rather than summoned, and your Slayer wields one alongside the normal weapon rather than instead of it. They get their own page because they deserve it (81 of them, plus an engraving mini-game). For this page's purposes just know the two don't compete: weapon progression and soul weapon progression run in parallel.
For hard data on drop rarities by stage, the Stages page covers reward scaling, and the Battle Loadouts tool lets you plan your full weapon setup against other players' builds.