Luminary Weapon Tier List
Early Access balance snapshot for sword and shield, bow, and magic glove—solo, co-op, and swap flexibility.
This weapon tier list ranks Luminary sword and shield, bow, and magic glove for Steam Early Access launching August 11, 2026. Refractive Entertainment balances a small-team ARPG with real-time swap combat, use-based proficiency, and three-player co-op—tiers will shift as bow accuracy, block stability, glove cooldowns, and camp AI patch. Use this page as a planning snapshot, not permanent meta gospel; revisit after each major update and cross-check proficiency investment plans.
Tier criteria include solo clear speed, co-op party value, tower weak point access, proficiency growth rate, skill floor for new players, and swap synergy from weapons overview. Locomotion-heavy routes from locomotion controls favor ranged scouting but do not override frontline need at camp gates.
Tier definitions
S tier — Reliable in most Early Access content with low party friction; strong proficiency return on time invested.
A tier — Excellent in specialized contexts or with swap support; minor gaps solo or for beginners.
B tier — Viable with proficiency and party cover; weaker until patches or gear tiers catch up.
C tier — Niche or undertuned in current build; still required for swap tutorials and future balance buffs.
Solo Early Access tier list
| Tier | Weapon | Summary |
|---|---|---|
| S | Bow | Strong kiting, tower weak points, safe add clear with demo accuracy improvements |
| A | Sword and shield | Stable melee, forgiving block learning curve, slower remote targets without swap |
| A | Magic glove | High burst when swap chains set up; weaker extended single-target without proficiency |
Solo players benefit from bow S tier for partial map exploration where elevation matters. Melee rises to S when swap chains include bow/glove transitions mastered via melee build and ranged build.
Three-player co-op tier list
| Tier | Weapon | Summary |
|---|---|---|
| S | Sword and shield | Frontline anchor for drop-in parties per roles and party tips |
| S | Bow | Elevated camp sniper roles, add control while melee holds aggro |
| A | Magic glove | Burst windows when party callouts stagger elites; undertuned if party lacks melee |
Co-op elevates melee because random drop-in groups need a default tank. Glove rises to S in coordinated statics that voice-call swap windows.
Swap flexibility tier
| Tier | Approach | Summary |
|---|---|---|
| S | Tri-weapon swap generalist | Covers mixed camps; demands binding comfort from controls hub |
| A | Melee + bow dual main | Most practical proficiency split per proficiency |
| B | Single-weapon main | Strong in one lane; struggles when party duplicates roles |
Content-specific notes
Camp destruction — Melee S for gate entry, bow S for wall archers, glove A for courtyard clusters.
Tower liberation — Bow S for weak points; melee A for ground adds; glove A for phase burst if telegraphs allow.
World exploration — Bow A for scouting; melee B for ambient pulls unless proficiency high; traversal favors ranged positioning from locomotion controls.
Investment priority by player type
New players: invest melee proficiency first for survivability, bow second for versatility—matches how co-op works drop-in reality. Veterans: tri-weapon parity for swap S tier. Steam Deck players may weight bow per Steam Deck controls comfort.
Patch watch list
Monitor Steam patch notes for bow strafe animation changes, shield block stamina costs, glove area-of-effect radius, and camp elite health pools. Re-rank this list monthly during Early Access. Deep build tactics remain in magic build and builds hub. Shared power context: shared progression.
Frequently Asked Questions
Quick answers to the most common Luminary questions.
What is the best weapon in Luminary Early Access?
Bow leads solo tower content; melee leads co-op stability. Swap generalists rank highest overall—see tiers above and [weapons overview](/builds/weapons-overview/).
Will this tier list change?
Yes. Early Access patches rebalance weapons. Revisit after updates and adjust [proficiency](/builds/proficiency/) plans.
Is magic glove C tier useless?
Glove sits A in coordinated burst windows, B for solo extended fights. Read [magic build](/builds/magic-build/) before skipping proficiency.
How do races affect tiers?
Six races are cosmetic for creation; tiers ignore race. Proficiency and player skill determine outcomes.
Should our co-op party follow this list?
Use co-op table for role assignment via [roles and party tips](/coop/roles-party-tips/). At least one melee-profile player stabilizes most camps.