What weapons are in The Mound: Omen of Cthulhu?
Launch hubs confirm matchlock, flintlock, crossbow, bow, machete, francesca axe, oil lamp, plus utility items like crucifix and torch. Full database pages expand in Phase 2.

The Mound: Omen of Cthulhu weapons hub: matchlock, flintlock, crossbow, bow, machete, francesca axe, oil lamp. Rain, noise, durability, Token anvil — July 2026.
16th-century firearms, crossbows, rain backups, and shared contract gear pools for jungle runs.
Weapons in The Mound: Omen of Cthulhu skew 16th-century expedition kit — matchlocks, flintlocks, crossbows, bows, machetes, francesca axes, oil lamps, and more drawn from a shared contract gear pool rather than class loadouts.
This The Mound: Omen of Cthulhu weapons hub indexes launch-week verified tools, rain rules that disable firearms, noise and durability behavior, and Token spending at Tempestad's weapon upgrade anvil — without inventing DPS spreadsheets.
Search results sometimes mix H.P. Lovecraft's prose "The Mound" with ACE Team's co-op extraction FPS on Steam (App 2569760). This page covers in-game gear only.
1–4 player co-op extraction horror in a Lovecraftian jungle — sanity, noise, contracts, and ox-wagon extraction. Combat identity is weapon + gear + squad role — ignore Seeker/Heretic class fantasies from unreliable AI summaries. See characters for explorer flavor without mechanical tiers.
Below is the Phase 1 table of known weapons called out across verified launch sources. Noise and rain columns describe observable behavior, not datamined integers. Individual slug pages (/weapons/{slug}) thicken in Phase 2.
| Weapon | Type | Noise profile | Rain behavior | Role notes |
|---|---|---|---|---|
| Firearm (arquebus) | High — wakes jungle | Fails / unusable in rain | Burst damage when dry; swap before storms | |
| Firearm (pistol) | High — wakes jungle | Fails / unusable in rain | Sidearm burst; same rain rule as matchlock | |
| Ranged (quiet) | Low — stealth-friendly | Rain-safe | Recover bolts when possible; scout default | |
| Ranged (quiet) | Low — stealth-friendly | Rain-safe | Arrow ammo; strong solo quiet pick | |
| Melee | Low–medium | Rain-safe | Stable close tool; mandatory rain backup | |
| Melee / thrown | Medium when thrown | Rain-safe | Throwable axe; spacing tool | |
| Light / throwable | Low throw noise | Rain-safe | Illumination + throwable space creation |
Matchlock arquebus-style firearms hit hard with slow reload cadence in preview coverage — ideal when you accept noise consequences and the sky is dry. The moment rain starts, treat matchlock as dead weight until you swap.
Flintlock pistols fill a similar loud, rain-vulnerable niche as a sidearm — excellent for short bursts when stealth already failed. Pair with quiet primaries on mixed-weather maps.
Crossbow and bow trade raw burst for stealth — community guides label crossbow bolts as recoverable when you retrieve them. Both remain viable in rain, making them default scout tools on noise guide routes.
Machete is the reliable melee backup when firearms fail or ammo runs dry. Francesca axe adds a throw option for spacing — louder than machete chops but still rain-safe compared to gunpowder.
Oil lamp doubles as light source and throwable — preview footage shows lamps thrown to create space or illuminate corrupted camps. Not a DPS king; a utility weapon that saves runs in darkness tied to sanity pressure.
Weather is not cosmetic — rain disables matchlock and flintlock firearms across verified wiki and preview sources. Monsoon segments force squads toward crossbow, bow, machete, francesca axe, and oil lamp tools that still function wet.
| Condition | Firearms | Recommended swap |
|---|---|---|
| Clear weather | Matchlock / flintlock viable | Keep quiet backup anyway |
| Rain active | Firearms fail | Crossbow, bow, or machete |
| Patron Saint rain blessing | May shift edges — verify in-game | Patron saints text |
| Post-rain dry window | Firearms online again | Re-equip before next camp |
Read contract weather hints on the board before launch. Carve patron saints with rain-related blessings when available. Assign who carries dry loud guns versus who owns wet quiet tools — even without classes, the role split matters.
Solo players use gestures to keep AI on quiet weapons during rain — gesturing loud rifles while matchlocks are disabled wastes AI behavior cycles. You still need a personal machete or crossbow in your six slots.
Weapons interact with the noise system and durability — gunshots wake enemies, and gear can break or expire mid-expedition under stress. Preview materials emphasize planning over spray-and-pray.
| Weapon class | Noise impact | Durability note |
|---|---|---|
| Matchlock / flintlock | High — chains aggro | Gunpowder weapons degrade with use — verify in-game |
| Crossbow / bow | Low — stealth routes | Bolt/arrow recovery reduces waste |
| Machete / francesca | Low–medium | Melee wear over long contracts |
| Oil lamp | Low throw; light discipline | Consumable throws — pack spares |
Almost every loud shot feeds noise — matchlock and flintlock are the worst offenders. Quiet weapons buy time for sanity checks and ox-wagon loading. Read the dedicated noise guide before running firearm-heavy tier list picks.
Community wikis list durability as a weapon attribute without a unified public spreadsheet at launch. Treat durability as real but unquantified here — carry backups on long Legendary pushes and avoid wasting crossbow bolts on hallucination targets.
Ammo types compete with healing and treasure in six slots. Firearm-heavy teams need more powder reserves; quiet teams need bolt recovery discipline. Balance against extraction timing — heavy kits slow retreats.
After successful extracts, loot value converts into Tokens on Tempestad. Spend Tokens at the weapon upgrade anvil to improve firearms and melee tools between expeditions — separate from patron saint carving costs.
Patron Saints consume tokens when carved and brought as one-use expedition blessings. Weapon anvil upgrades are persistent improvements to gear categories — both compete for the same Token economy from extract value. Prioritize anvil bumps on weapons you actually carry through rain.
Ranking toward ~30 unlocks better contract gear pools and landing zones on maps. Weapon upgrades multiply those unlocks — they do not replace map knowledge or extract discipline.
Balance passes on firearms and upgrade costs typically land in the first weeks after July 15, 2026 launch. Re-read updates before expensive anvil commits.
Until Phase 2 stat pages ship, think in roles not DPS: quiet weapons extend stealth windows; loud weapons end fights fast at the cost of noise and rain risk.
Crossbow or bow primary, machete backup, map + light utility — ideal for logbook routes and deer bonus value when routes allow a silent kill.
Matchlock or flintlock when weather allows, francesca for spacing, oil lamp for light — defend the ox-wagon during hasty retreats when stealth already failed.
Rescue timers, downed teammate pressure (co-op), or confirmed boss phases may require firearms. Call going loud so the squad regroups — solo players switch AI gestures per the solo guide.
There are no fixed classes — but sane squads assign weapon roles each contract: quiet scout, loud defender, medic support, navigator with map.
| Role | Weapon bias | Pairs with |
|---|---|---|
| Scout | Crossbow / bow | Noise guide stealth routes |
| Cart defender | Matchlock / flintlock (dry weather) | Extraction guide |
| Support | Machete + healing items | Reviving salt when in pool |
| Navigator | Any quiet primary + map | Sanity guide callouts |
Rain and noise rules are identical on PC, PS5, and Xbox — only input differs. Console players need the same rain backups; see crossplay for party setup.
Provisional S–C bands on the tier list emphasize rain reliability and extract utility — Pending labels where launch-week data is thin. Use tiers as role hints, not gospel DPS.
Launch hubs confirm matchlock, flintlock, crossbow, bow, machete, francesca axe, oil lamp, plus utility items like crucifix and torch. Full database pages expand in Phase 2.
No — matchlock and flintlock fail in rain. Use crossbow, bow, or melee backups.
From the shared contract gear pool at expedition start — higher contracts grant better options. Upgrade between runs with Tokens at the anvil.
We avoid fabricated DPS. See tier list for role bands — quiet rain-safe tools versus loud dry-weather burst.
Spend Tokens from extracted loot value at Tempestad's weapon upgrade anvil — persistent improvements separate from one-use patron saints.
Crossbow and bow are stealth-friendly; matchlock and flintlock are loud. Details in the noise guide.
Preview and wiki sources cite durability without a verified public spreadsheet — carry backups on long contracts.
Yes — use gestures to bias AI toward quiet or loud tools. See solo guide.
Matched by build plan, shared topics, and guide progression — not random related links.