Expedition Into Darkness Weapon Crafting
Build swords, spears, bows, and more from parts — then keep them sharp enough to extract.
Expedition Into Darkness lets you assemble weapons from individual components instead of locking you into fixed prefab blades. Swords, maces, axes, polearms, spears, bows, and crossbows are all modular systems: materials, attachment slots, and durability decide whether your kit still hits hard when the exit is fifty meters away.
This page is the crafting primer for Antediluvian Interactive’s medieval extraction looter (Steam app 3126410, planned Q4 2026). Pair it with beginner builds, the weapon tier list, and camp progression so you craft for the next extract — not for a museum shelf.
Why modular weapons matter
Permadeath deletes the character and everything they carry. Camp stash and unlocked recipes survive. That means crafting is a camp discipline:
- Assemble and repair at base when facilities allow.
- Carry one primary kit you understand.
- Leave spare components, backup weapons, and upgrade metals in stash.
- Expect durability damage during fights; a chipped weapon is a quieter death sentence than a loud enemy.
If you only remember one rule: do not invent a brand-new weapon family mid-ruin while your bag is already full.
Component anatomy by weapon family
Exact slot names can shift during playtests, but the functional layout stays stable across community catalogues and studio messaging.
Swords
Typical sword assembly uses a blade, crossguard, grip, and pommel. Blades set the damage identity (cut versus thrust bias). Crossguards influence protection and control. Grips change handling comfort and damage modifiers. Pommels fine-tune balance and mass at the butt.
Sword kits shine when you need a one-hand primary beside a shield — the default beginner builds path for Moor learning runs.
Maces and axes
Impact and cleave weapons lean on heads mounted to grips or short shafts, sometimes with pommel or binding slots. Heads drive base damage and cleave falloff; heavier heads punish packs but cost stamina and recovery. Axes reward committed swings; maces reward armor-breaking pressure when enemies show plated looks in later ruins.
Do not overbuild head weight before you can manage stamina in combat and controls.
Polearms and spears
Reach weapons are shaft-first. Playtest component lists include light and heavy spear shafts, polearm shafts, and straight shaft variants, plus shaft heads, sockets, and shaft grips. Shaft choice sets two-handed requirements, inertia, movement reduction while guarding, and how punishing a miss feels. Heads set thrusting or cleaving identity and cleave falloff percentages.
Spears are the safest “keep the horror off my bag” tool for early co-op. Polearms trade some simplicity for wider control once you trust your spacing.
Bows and crossbows
Ranged pieces assemble around bow or crossbow bodies with shaft grips and related bindings. Grip choices alter thrusting or swinging side stats on hybrid pieces and reload or handling feel on dedicated bows. You still need ammunition discipline — empty quivers turn supports into liabilities. Crossbows hit hard and slow; bows favor flexible overwatch when a teammate anchors melee.
Ranged players should still carry a short melee backup crafted at camp, not scavenged junk you never tested.
Materials, grades, and facility gates
Components inherit material grades that change hardness, brittleness, weight, and value. Harder grades generally improve protection or damage contribution; brittle grades can punish neglect. Crafting reagents include treated wood, waxed thread, leather scraps, and metal ingots once Ironworks and Forge come online.
Camp unlock order shapes what you can honestly craft:
- Workbench — foundational woodworking and basic assembly (grips, shafts, early recipes such as hunting-bow style crafts).
- Workshop — utility and contraption space branching from Workbench.
- Ironworks — early ingots and metal feedstocks.
- Forge — hotter metal work and denser recipes.
- Blacksmith — serious weapon crafting and rarer metal handling.
- Armoursmith — armor-focused end of the spine (less about blades, still relevant to full kits).
Details and spend priorities live on camp upgrades and camp progression. Do not rush Blacksmith vanity while your Workbench still lacks spare grips.
Durability and damage falloff (playtest-facing)
Playtest notes and community data treat durability percentage as a multiplier, not flavor text. Armor defense is commonly described as base defense × material hardness percentage × durability percentage. Weapons follow the same spirit: as durability drops from blocks, strikes, and neglect, effective output falls off. A pristine spear that controlled Bonekin lanes becomes a tired stick if you never repair between expeditions.
Practical habits:
- Inspect durability before every queue.
- Repair or replace at camp when facilities and materials allow.
- Abort deep pushes if your primary is critically worn and you lack a stash backup on the body — better a light extract than a dead craftsman.
- Stop “testing” experimental heads on your only good shaft during a supply run.
Cleave falloff on heads also matters in packs: wide swings lose damage across successive targets. That is a design feature, not a bug — position so the first target is the one that must die.
Workbench crafting workflow
A clean camp session looks like this:
- Deposit everything from the last extract into stash.
- Decide tonight’s job (scout, supply, or escort) using the loadout planner.
- Pull only the components needed for one primary and one emergency secondary.
- Craft or refit at the Workbench (and higher benches when unlocked).
- Verify attachment slots are filled — empty guard or missing grip slots are how “finished” weapons disappoint in the first fight.
- Leave surplus metals and fashion liveries in stash.
- Queue with an extract rule already spoken aloud (how to extract).
Co-op parties should appoint a quartermaster voice. Five people inventing five incompatible weapon trees will starve Ironworks of ingots. Use the party planner to assign who crafts shafts versus who farms Building Supplies.
Field rules for crafted kits
- Know your reach. Spears and polearms want space; swords want shield discipline; bows want lanes.
- Respect stamina. Heavy heads and high-inertia shafts punish panic spam against Fleshkin sprints.
- Flip damage identity when the game allows. Some weapons support slash versus pierce profiles — pierce helps when armor pieces start appearing on skeleton packs in catacomb-style routes.
- Loot components with a plan. A fancy head is worthless if you die carrying it; stash it after extract and rebuild calmly.
Region choice still matters. Learn assembly consequences on The Moor before you take experimental cleavers into Catacomb or Chapel routes on the map hub.
Common crafting mistakes
| Mistake | Why it hurts | Fix |
|---|---|---|
| Max weight head on day-one stamina | Whiffs equal death | Start light; read beginner builds |
| Carrying every spare component | Permadeath tax | Stash spares |
| Ignoring durability | Silent damage falloff | Repair between runs |
| Skipping Workbench | No real recipes | Fund camp first |
| Ranged with no melee backup | Cornered support | Craft a short sidearm |
| Building for fashion only | Looks great on a corpse | Match kit to extract job |
Where to go next
- Pick a forgiving kit in beginner builds.
- Compare families in the weapon tier list.
- Balance bags and layers in armor loadouts.
- Return to the builds hub when you need the full index.
Craft like a quartermaster, fight like a coward with good reach, and extract like the stash is the only character that remembers your name — because it is.
Frequently Asked Questions
Quick answers to the most common questions.
What components make a basic sword?
Expect a blade, crossguard, grip, and pommel. Fill every required slot at camp before you queue so the weapon behaves the way you practiced.
Do spears and polearms use the same parts as swords?
No. Reach weapons are shaft-centered: shafts, heads, sockets, and shaft grips matter more than sword-style pommel and crossguard layouts.
How does durability affect damage?
Playtest-facing systems multiply effectiveness by durability percentage. Worn gear hits and protects worse. Repair or replace at camp between expeditions.
Which camp facility should I unlock for crafting first?
Workbench. Then prioritize Ironworks for metal feedstocks before chasing every Workshop novelty. Forge, Blacksmith, and Armoursmith come as your extract economy stabilizes.
Should I craft in the ruins?
Treat camp as your workshop. Field crafting under pressure is how parties lose characters and rare components. Assemble before you drop.
Where do I find starter kits that use these recipes?
See Beginner Builds for sword-and-shield, spear, and bow support loadouts aimed at Moor runs, then refine with the Weapon Tier List.