What Fateless Is Changing About Weapons and Imprints for Beta 2

Published Aug 31, 2026 | By Raven Pyros Gaming | Last Updated Sep 1, 2026

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I sat on imprints in Beta 1. I even sent that in as feedback. I had good ones and I would not put them on a weapon that wasn’t perfect, because once it was on, that was it. Simon’s August 25 video is them looking at that problem, and a bunch of other weapon stuff, for Beta 2.

In Beta 1 a weapon already had a bonus on it, like the ones on my weapons page, and then you could add an imprint for a second passive. I did play around those built-in bonuses. A lot of them really only helped certain heroes, and it was hard to get the ones I actually wanted. I picked Maquahuitl as my Godforge Quests mini game bonus, so I was mostly wearing it for the stats.

It sounds like those old weapon passive bonuses are going away entirely, being replaced with active abilities. Simon didn’t say it in those exact words. In the video Excalibur still has a description plus the new active. Dirk talked like the built-in weapon passives were basically a second imprint, and that the weapon’s job now is the active while the imprint stays the extra passive. I’m treating that as the direction until they show a weapon that still has the old bonus and the new active.

The active is the part I’m really curious about. You get a weapon ability with a cooldown, and on your turn you can fire that instead of a hero ability. They prototyped it on Excalibur. You still put an imprint on the same weapon, so you get another thing to press and another passive. That opens up a lot. I’m curious how strong those abilities actually are once we’re in a real fight.

How you get weapons is changing too. Hag’s Hollow and Forge of Brokkr are supposed to drop the weapons themselves, not mainly something you craft back at the smithy. They want them dropping a lot more often. You still get stuff out of those dungeons, that’s for recasting and changing a weapon you’ve already got.

Then there’s attunement. When you attune a weapon, you get two set rolls. In the video Mjolnir is +1 Slayer and +1 Disruptor at the same time. Armor sets are already strong. You’ve got six armor slots, so a four-piece is what people actually run. If the weapon is +1 toward two different sets, two four-piece sets would actually work. That’s kind of crazy.

Here’s that attunement screen from Simon’s video. Mjolnir is +1 Slayer and +1 Disruptor at the same time.

Rank-up is a small tree of connected nodes. You start by cutting the cooldown, then you pick stats as you go, and the nodes can roll different rarities so two Excaliburs aren’t clones. After you max one they want a recast, paid with stuff from those dungeons. Ability rank is supposed to be decoupled from weapon rank, so a legendary isn’t sitting there until you farm five more copies.

The rank-up tree in Wayland’s Smithy starts with cutting the cooldown, then the stats branch off from there.

And imprints: you can rip one off, at a cost. They’re going to tune that in the test. The point is it shouldn’t feel like you bricked the account, and it also shouldn’t be free to shuffle all day. Don’t read that as “imprints are free to move.” If I can get the imprint back, I’ll actually put the good ones on. Dirk also said they’re doing a pass on imprints, because a lot of them felt weaker than the passive you thought you were getting off the hero.

Dirk was on the August 27 podcast talking about picking stats, rerolls, and a tiny constellation of nodes. Brad said some of that is still ideation, so I’m not treating it as in-the-build. I do love Dirk’s enthusiasm though. That kind of excitement is good to see, even when the details might still move.

I already wrote up the Beta 2 window and the rest of the test here: Godforge Beta 2: Early December, and What’s In the Test.

Sign up so you’re on the list: https://creators.godforge.gg/r/XXAC4/signup

Simon’s video: https://www.youtube.com/watch?v=5F4UaDMLHEE
Podcast: https://www.youtube.com/watch?v=d1qm41XWTag

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