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The Armory

Drop your discipline. Pick up a god.

One weapon, one trade. Equip Draw Phase Baton and it tears out your fighting style AND your finisher and bolts its own combat identity in their place. Glorious. Irreversible mid-fight. Worth it? Only the highlight reel decides.

Weapon class baton
Pay with Fame
Overrides Style + Finisher
Arena baton

Draw Phase Baton

Original TCG-battle weapon evoking turn-phase card duels: draw-step baton. Adds identity without shutting down exchanges.

Pick this up and you drop your fighting style AND your finisher — the weapon takes the wheel and runs the whole show. Trade your entire identity for one glorious gimmick.

1,000 Fame

A weapon's edge is real power — its own battle edge and finisher edge get added to your dice and help decide who wins. You can't buy that with cash; you earn the weapon by fighting. The dice still bite, so no win is handed to you — but steel like this tilts it hard.

Short on Fame? Win battles or crack Chests in the Vault.

What it bolts on

The combat identity you're buying

This is the fighter the weapon turns you into — motion for motion, the second you equip it.

Override sheet

Draw Phase Baton

Combat identity
Simple opening-strike weapon rhythm
Attack motion
draw strikes, baton jabs, snap counters
Defense motion
baton forearm guard
Finisher signature
Opening Hand Pop: baton appears on beat and launches the opponent with a quick strike
Chest drop chance
2740.0%

Equip this and the override is total: your old style and old finisher stay home. In their place, the weapon's own battle edge and finisher edge get added to your dice — a real, strong advantage that helps decide the fight. You earn it by fighting, never with cash.

Your dealer in steel

The Quartermaster cut you a deal

The Armory

Quartermaster Krund

Vendor

Pick up a weapon, you drop your discipline. Best trade in the coliseum — if your nerve holds.

“Pick up this weapon, you drop your discipline AND your finisher. Worth it? Only the highlight reel decides.”
Bring it to a battle