Witchfire offers a wide variety of standard weapons, each with unique characteristics and upgrade potential through the Mysterium system.
Witchfire weapons list: All Witchfire weapons and Mysterium system
In this ONE Esports guide, we’ll break down all the weapons available in the game, covering close-range, medium-range, and long-range.
All Witchfire close range weapons
Cricket (Machine Pistol)

Some hunters lurk in the shadows, while others revel in the carnage of close combat. This weapon prefers the latter, forging a loop where speed bolsters firepower, and firepower bolsters speed.
This machine pistol has rapid fire capabilities with mobility-focused passives, ideal for aggressive players who need to stay mobile.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| More potent regenerating witchfire essence from killed enemies. | Dashing right after the kill reloads the firearm. | Dashing right after the kill temporarily boosts the firearm’s damage. Consecutive kills and dashes increase the damage boost. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 100 1st Mysterium actions: 60 Second Mysterium Incantation | Enemies killed: 190 2nd Mysterium actions: 60 Third Mysterium Incantation |
Echo (Shotgun)

The Vestals found this design unwieldy but allowed the Workshop to forge the weapon in their sacred fire. This dramatically increased its potency, enabling it to not just ignite enemies but also to send them reeling from the explosive power.
A fire element semi-auto shotgun with high damage, perfect for those who favor hit-and-run tactics in Witchfire.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Pellets have a delayed explosion that applies Burn. Lethal shots push enemies back with great force. | Lethal pellet explosion has more range and applies Burn to nearby enemies. | Sliding reloads two shells and temporarily doubles the damage. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 70 1st Mysterium actions: 80 Second Mysterium Incantation | Enemies killed: 120 2nd Mysterium actions: 100 Third Mysterium Incantation |
Psychopomp (Shotgun)

Word quickly spread among preyers about a weapon with self-restoring ammunition. Though excitement waned once the dangers became clear, the most daring and bloodthirsty hunters still cannot imagine a better companion for their journeys.
An automatic shotgun for crowd control, suited for players who thrive in close-quarters combat.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Kills with a charged melee regenerate up to half a magazine | Consecutive shots at the same target deal increased damage. | Kills recharge the melee attack. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 60 1st Mysterium actions: 40 Second Mysterium Incantation | Enemies killed: 120 2nd Mysterium actions: 240 Third Mysterium Incantation |
Rotweaver (Machine Pistol)

The Workshop sought a weapon for timid preyers. The witches delivered a gun that lets shooters strike and retreat while foes wither. Yet, in typical fashion, the witches added a cruel twist: it works best with prolonged bursts and at perilously close range.
An Earth-based machine pistol that suits players who prefer debuffing enemies using decay.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Shots apply DECAY. The longer the burst, the more powerful the curse. The effect wanes when the gun is not in use. | When an enemy dies from DECAY, a few bullets are regenerated in the magazine. | After a few seconds, cysts form on decaying enemies. When shot, these cysts explode, spreading DECAY to nearby enemies. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed:100 1st Mysterium actions: 50 Second Mysterium Incantation | Enemies killed: 190 2nd Mysterium actions: 75 Third Mysterium Incantation |
All Witchfire medium range weapons
Hangfire (Hand Cannon)

Favored by the most ruthless of hunters, this weapon allows them to wound their prey, leave it barely clinging to life, only to extinguish their flicker of hope seconds later with a devastating internal blast.
Heavy-hitting hand cannon, ideal for precision-focused players who prioritize burst fire damage in Witchfire.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Bullets lodge into enemies or the environment and explode on reload. | The more enemies with lodged bullets, the bigger the damage of each bullet explosion. | Bullet explosions Burn enemies. Bullets lodged in the environment have significantly increased explosion range. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed:100 1st Mysterium actions: 50 Second Mysterium Incantation | Enemies killed: 100 2nd Mysterium actions: 75 Third Mysterium Incantation |
Hunger (Hand Cannon)

A particularly treacherous demon has blessed the weapon. Its design appeals to the most level-headed of hunters, but once in hand, it curses its wielder with a relentless thirst for the hunt that can never be quenched, driving them into a spiral of bloodlust and slaughter.
A water-element hand cannon, best for methodical players who prefer strategic shots.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Reloading grants one Charged Bullet for each Critical Hit before the reload. Charged Bullets deal increased damage. | The more Critical Hits before reload, the more powerful each Charged Bullet after. | The first body shot after reload counts as Critical Hit. Reloading grants Freeze for the first bullet if every shot was a Critical Hit. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 100 1st Mysterium actions: 50 Second Mysterium Incantation | Enemies killed: 190 2nd Mysterium actions: 75 Third Mysterium Incantation |
Midas (Auto Rifle)

This rifle promises a frenzy of fire and power, but requires the wielder to be calm and collected. A gift as cruel as that of King Midas, whose touch turned everything into gold, including food and water.
A fire-element auto rifle, great for consistent mid-range damage, suitable for players with well-balanced aggressive and defensive playstyle.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Continuous fire heats up the weapon. Bullets deal more damage when Heated and less when Overheated. | Overheated bullets apply Burn to enemies. | Reloading while Overheated damages Burning enemies. Very fast reload when the gun is Overheated. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 100 1st Mysterium actions: 75 Second Mysterium Incantation | Enemies killed: 190 2nd Mysterium actions: 50 Third Mysterium Incantation |
Ricochet (Auto Rifle)

A rifle that binds the fate of its targets together. Overlooked by preyers who shoot on sight but valued by tacticians who see its ability to eliminate the undead from the shadows, beyond the reach of danger.
Air-element auto rifle with bullet-bounce, perfect for players who enjoy trick shots and maximizing multi target coverage.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Up to three enemies can be tagged while aiming down sights. Shooting one ricochets the bullet to the others. The link breaks on reload or when all targets die. | The first shot on a tagged enemy deals massively increased stun damage. | A powerful lightning each time an enemy is hit with seven ricocheted bullets. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 75 1st Mysterium actions: 50 Second Mysterium Incantation | Enemies killed: 100 2nd Mysterium actions: 50 Third Mysterium Incantation |
All Witchfire long range weapons
All-seeing Eye (Bolt Action Rifle)

Workshop researchers do not understand the magic behind any of the weapons they make. Whispers suggest that even witches, traitors to their own and collaborators with the Church in its crusade to end the war, find the design logic of this firearm a mystery.
Earth-element bolt-action rifle, excellent for snipers who prioritize long-range accuracy and AOE attacks.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Increased damage against enemies with more than 75 % HP. | Critical Hits trigger radial shockwave, damaging all enemies inside the shockwave’s circle. | If Critical Hits deal increased damage, the shockwave also applies Decay. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 100 1st Mysterium actions: 75 Second Mysterium Incantation | Enemies killed: 190 2nd Mysterium actions: 100 Third Mysterium Incantation |
Basilisk (Sniper Rifle)

Before becoming a preyer, a sinner confessed to a priest that his love for desecrating flesh began with burning his hand using a magnifying glass to focus sunlight. Inspired, the priest eagerly shared this idea with the Overseer
Fire-element sniper rifle, ideal for players who enjoy long-range DoT in Witchfire.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Critical hits ignite the scope for a few seconds, causing enemies viewed through the fiery scope to BURN. | Shooting a burning enemy extends the BURN duration | Killing a burning enemy with a critical hit triggers an enhanced fiery scope that continuously damages enemies. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 50 1st Mysterium actions: 25 Second Mysterium Incantation | Enemies killed: 100 2nd Mysterium actions: 100 Third Mysterium Incantation |
Hailstorm (Sniper Rifle)

Perfectly placed shots not only grant immediate gratification but also reinvigorate the weapon, improving it until it eventually manifests an intense elemental storm. A marksman’s dream come true, at the cost of their own endurance.
Water-element sniper rifle, devastating for those who prefer high-risk, high-reward gameplay.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Every third consecutive Critical Hit recharges the magazine with two extra bullets. | Consecutive Critical Hits decrease zoom and flinch and increase handling and bullet bending. Mistakes or reloading reset the buff. | Every third consecutive Critical Hit makes the target explode with a Freezing shockwave. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 50 1st Mysterium actions: 20 Second Mysterium Incantation | Enemies killed: 100 2nd Mysterium actions: 75 Third Mysterium Incantation |
Hypnosis (Bolt Action Rifle)

When the Workshop witches suggested this design, the Overseer rejected it, fearing a trap. Eventually, the urgency for new weapons prevailed. The rifle quickly gained favor among preyers with a penchant for danger, as it turned each shot into a duel.
Air-element bolt-action rifle, suitable for sharpshooters seeking to disrupt enemies from afar.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Aiming down sights slowly charges the bullet with bonus damage. | Increased damage is weighted towards the end of the time window. A shot perfectly timed at the end of it inflicts even more damage. | After the third Perfect Shot in a row, Perfect Shots deal Lightning damage. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 100 1st Mysterium actions: 80 Second Mysterium Incantation | Enemies killed: 190 2nd Mysterium actions: 120 Third Mysterium Incantation |
Striga (Stake Gun)

Thought long lost, Striga is a weapon of legend. Named after a demonic creature famed for sharp claws and twin souls, it mirrors these traits with its piercing stakes and dual elemental powers.
Striga is a unique Stake gun with dual Fire/Air elements, suited for players who enjoy versatility at long range.
| MYSTERIUM 1 | MYSTERIUM 2 | MYSTERIUM 3 |
| Stakes ignite mid-flight, Burning the target upon impact. | Ignited stakes hit with a fiery explosion that Burns all nearby foes. | Critical hits Shock all nearby foes. |
| REQUIREMENT | REQUIREMENT | REQUIREMENT |
| Enemies killed: 25 | Enemies killed: 50 1st Mysterium actions: 20 Second Mysterium Incantation | Enemies killed: 100 2nd Mysterium actions: 75 Third Mysterium Incantation |
That concludes our list of all Witchfire weapons including Witchfire close range weapons, Witchfore medium range weapons, and Witchfire long range weapons in addition to the Mysterium system details.
READ MORE: All Classes in Witchfire — full list of options and details