33 Immortals hit version 1.0 with eight weapons in the pool, split across four classes with two options each (Tank being the exception). Not all of them are worth your time, and the gap between the top picks and the bottom tier is wider than it looks on paper. If you enjoy games like Immortal Rising 2 where weapon mastery defines your ceiling, the same principle applies here.

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The weapons sitting at the top of the meta
Three weapons stand out as the clear S-tier picks in 1.0, and each one rewards a different playstyle without demanding hundreds of hours to feel competent.
The Bow of Hope is the easiest entry point. Its Guiding Light ability lets you recall fired arrows, which functions as an ammo refill while also stunning and damaging any enemy caught in the recall path. Heavy Arrows fired with Q skip the stun and just deal damage. The real strength here is positional: you can shoot, reposition, and shoot again without losing momentum. For players still learning the game's rhythm, this is the most forgiving S-tier option.
The Glaive of Temperance takes more investment but pays off harder. Light slashes chain off LMB, heavy slashes chain off double Q, and a Backstep with RMB generates Temperance. Once your Temperance gauge is above halfway, your damage output climbs significantly. Here's the thing: you also want to be landing hits with the edge of the blade rather than the flat, so spacing matters. It's the most technical weapon in the game right now, but players who put in the time will notice the difference in kill counts.
The Crossbows of Pride sits between those two in terms of complexity. Brand an enemy with RMB, hit it with a Light Bolt via LMB to stack Pride, then burn that Pride with a Heavy Bolt (Q) to sustain your barrage. Branded enemies take bonus damage passively on top of everything else. The loop is clean, the feedback is immediate, and it works well even if you're still figuring out positioning.
The A-tier options that need more from you
Three weapons land in A-tier, and all three share a common thread: they're situationally strong but ask more of the player than the S-tier picks.
The Sword of Justice generates 10 Justice per basic hit, which you then spend on either a Heavy Slash (staggers and stuns) or a Guard (full damage immunity). That Guard ability alone makes it worth learning, but cycling Justice efficiently under pressure takes real practice. Pair it with a Fighter class and the ceiling is high.
The Staff of Sloth generates 6 Sloth per hit and builds more through its charge attack, which also creates stun-buildup orbs. The Torpor ability converts that Sloth into an area slow, which is genuinely strong in group play. The catch is that Torpor's value drops sharply if your teammates aren't positioned to capitalize on it.
The Hooks of Gluttony rounds out A-tier as the most fun weapon to use even if it's not the most efficient. Basic attacks do the heavy lifting, a Q Hook pull sets up bonus damage, and a well-timed Parry triggers Gluttonous to spike your damage output. It's not the weapon you'd pick to min-max a run, but it's far from useless.
What's sitting at the bottom and why
The Daggers of Greed currently occupy B-tier, and the placement is less about raw power and more about execution difficulty. The weapon builds Greed through basic attacks and a Stun Slash, then dumps all of it into a Takedown lunge that scales damage and stun with how much Greed you've accumulated. Mistiming that lunge is punishing, and you'll find yourself overextended more often than not while learning the timing.
The Scepter of Charity hasn't been placed in the tier list yet. There isn't enough consistent data to give it a fair ranking, so treat any placement you see elsewhere with some skepticism until more players have logged serious time with it.
What the meta actually looks like right now
The current 1.0 weapon pool rewards players who understand their class synergies. Weapons aren't interchangeable: your class determines which weapon you're even using, so picking the right weapon is inseparable from picking the right class. The Bow of Hope and Crossbows of Pride are the safest starting points for players still building game sense. The Glaive of Temperance is the weapon to graduate to once you're comfortable.
For players who want to go deeper on class and build decisions before jumping in, the Immortal Rising 2 guides collection covers similar RPG-adjacent systems if you're looking for strategic frameworks that transfer across games in this space. And if you want a broader starting point for any game in the genre, the gaming guides hub has you covered as the meta continues to develop post-launch.








