Every weapon across all seven weapon types, with per-hit base damage, its variant effect and unlock. Filter by kind to compare the axes, swords, daggers and the rest.
49 weapons · 35 with base damage · 6 with published max-tier damage · 7 Axe · 7 Blunderbuss · 7 Dagger · 7 Flail · 7 Gauntlets · 7 Hammer · 7 Sword
Apostate's Cleaver
base 2Axe
Swing with intent.
Bane Axe
max 8.6Axe
Effect: Poisoning
Chance of poisoning enemies when attacking.
Bane Blunderbuss
Blunderbuss
Effect: Poisoning
Chance of poisoning enemies when attacking.
Bane Dagger
base 1.4Dagger
Effect: Poisoning
Chance of poisoning enemies when attacking.
Bane Flail
Flail
Effect: Poisoning
Chance of poisoning enemies when attacking.
Bane Gauntlets
base 3Gauntlets
Effect: Poisoning
Chance of poisoning enemies when attacking.
Bane Hammer
base 4Hammer
Effect: Poisoning
Chance of poisoning enemies when attacking
Bane Sword
base 1Sword
Effect: Poisoning
Chance of poisoning enemies when attacking.
Battler's Bludgeon
Flail
Spiked and ragged and swung with force.
Blunderbuss
Blunderbuss
No special effect — the base weapon unlocked from the start.
Crusader's Blade
base 1Sword
A well balanced blade dealing moderate damage.
Godly Axe
max 9.8Axe
Effect: High Damage
Deal significantly more damage than mortal weapons.
Godly Blunderbuss
Blunderbuss
Effect: High Damage
Deal significantly more damage than mortal weapons.
Godly Dagger
base 2.6Dagger
Effect: High Damage
Deal significantly more damage than mortal weapons.
Godly Flail
Flail
Effect: High Damage
Deal significantly more damage than mortal weapons.
Godly Gauntlets
base 3Gauntlets
Effect: High Damage
Deal significantly more damage than mortal weapons.
Godly Hammer
base 5Hammer
Effect: High Damage
Deal significantly more damage than mortal weapons.
Godly Sword
max 6.2Sword
Effect: High Damage
Deal significantly more damage than mortal weapons.
Merciless Axe
max 6.7Axe
Effect: Critical Hits
Chance to deal a Critical Hit when attacking enemies.
Merciless Blunderbuss
Blunderbuss
Effect: Critical Hits
Chance to deal a Critical Hit when attacking enemies.
Merciless Dagger
base 1.4Dagger
Effect: Critical Hits
Chance to deal a Critical Hit when attacking enemies.
Merciless Flail
Flail
Effect: Critical Hits
Chance to deal a Critical Hit when attacking enemies.
Merciless Gauntlets
base 3Gauntlets
Effect: Critical Hits
Chance to deal a Critical Hit when attacking enemies.
Merciless Hammer
base 4Hammer
Effect: Critical Hits
Chance to deal a Critical Hit when attacking enemies.
Merciless Sword
max 3.4Sword
Effect: Critical Hits
Chance to deal a Critical Hit when attacking enemies.
Necromantic Axe
max 6.2Axe
Effect: Ghost Summon
When slaying a foe summon a ghost that will attack nearby enemies.
Necromantic Blunderbuss
Blunderbuss
Effect: Ghost Summon
When slaying a foe summon a ghost that will attack nearby enemies.
Necromantic Dagger
base 1.4Dagger
Effect: Ghost Summon
When slaying a foe summon a ghost that will attack nearby enemies.
Necromantic Flail
Flail
Effect: Ghost Summon
When slaying a foe summon a ghost that will attack nearby enemies.
Necromantic Gauntlets
base 3Gauntlets
Effect: Ghost Summon
When slaying a foe summon a ghost that will attack nearby enemies.
Necromantic Hammer
base 4Hammer
Effect: Ghost Summon
When slaying a foe summon a ghost that will attack nearby enemies.
Necromantic Sword
base 1Sword
Effect: Ghost Summon
When slaying a foe summon a ghost that will attack nearby enemies.
Tempest's Gauntlets
base 3Gauntlets
A set of deadly spiked gloves. Weak at first, but devastating on a complete combo.
Traitor's Razor
base 1.4Dagger
A fast blade signed for many cuts, low damage but lightning quick.
Vampiric Axe
base 2Axe
Effect: Healing
Chance to heal the wielder using the life force of a slain foe.
Vampiric Blunderbuss
Blunderbuss
Effect: Healing
Chance to heal the wielder using the life force of a slain foe.
Vampiric Dagger
base 1.4Dagger
Effect: Healing
Chance to heal the wielder using the life force of a slain foe.
Vampiric Flail
Flail
Effect: Healing
Chance to heal the wielder using the life force of a slain foe.
Vampiric Gauntlets
base 3Gauntlets
Effect: Healing
Chance to heal the wielder using the life force of a slain foe.
Vampiric Hammer
base 4Hammer
Effect: Healing
Chance to heal the wielder using the life force of a slain foe.
Vampiric Sword
base 1Sword
Effect: Healing
Chance to heal the wielder using the life force of a slain foe.
Warmaker's Hammer
base 4Hammer
Slow to fall, yet calamitous upon landing.
Zealous Axe
base 2Axe
Effect: Divine Inspiration
Collected fervor will also increase the divine inspiration bar.
Zealous Blunderbuss
Blunderbuss
Effect: Divine Inspiration
Collected Fervour will also increase the Divine Inspiration bar.
Zealous Dagger
base 1.4Dagger
Effect: Divine Inspiration
Collected fervor will also increase the divine inspiration bar.
Zealous Flail
Flail
Effect: Divine Inspiration
Collected Fervour will also increase the Divine Inspiration bar.
Zealous Gauntlets
base 3Gauntlets
Effect: Divine Inspiration
Collected fervor will also increase the divine inspiration bar.
Zealous Hammer
base 4Hammer
Effect: Divine Inspiration
Collected fervor will also increase the divine inspiration bar.
Zealous Sword
base 1Sword
Effect: Divine Inspiration
Collected fervor will also increase the divine inspiration bar.
Cult of the Lamb weapon questions
How many weapons are there in Cult of the Lamb?
This table lists 49 weapons: seven weapon types (Swords, Daggers, Axes, Gauntlets, Hammers, Blunderbusses and Flails), each with its base weapon plus the six variant upgrades. Flails arrive with the Woolhaven DLC.
Where do the damage numbers come from?
35 of the 49 weapons publish per-hit base damage in the Steam Community guide "All Weapons | Cult Of The Lamb" — shown as "Base per hit", one number per swing of the combo. A further 6 weapons also carry a highest-tier damage figure from the Cult of the Lamb wiki. The two measure different things, so they are never combined into one number.
Why do some weapons show no damage?
Flails (Woolhaven DLC) and Blunderbusses are not covered by the Steam guide, and the wiki leaves their damage columns as "(TBA)". Rather than invent numbers, this table leaves damage blank for those 14 weapons while still listing their verified effect and unlock.
How do I unlock a weapon?
Weapons unlock through Sermons. The unlock column shows the sermon node named on the wiki; pick it on the sermon tree to add the weapon to your crusade loadout options.
What do the weapon variants do?
Each variant adds one effect: Bane poisons, Vampiric heals on kill, Necromantic summons ghosts from the dead, Merciless adds critical hits, Zealous converts Fervour into Divine Inspiration, and Godly deals much higher damage but is rare.