South of Midnight - Weapons
Combat tools and adversaries of South of Midnight, centered on Hazel's pair of hooks and her weaving magic, the puppet Crouton, and the Haints she fights. Also documents the Haint enemy types, which dampen or threaten Hazel's fighting style.
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of 6 entries
· updated 2026-09-21
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Pair of Hooks | Melee Weapon | Hazel's primary weapons. Five consecutive melee attacks form a combo that damages enemies significantly. | Class: Melee Combo: 5-hit chain Role: Primary combat damage | Hazel's signature equipment |
| Strand Blast | Counter / Ability | Triggered by dodging just before an opponent's attack lands. | Class: Counter-ability Trigger: Perfect dodge Role: Area counter-damage | Weaver power |
| Weaving Magic / Spells | Magical / Crowd Control | Spells Hazel can cast during combat with a short cooldown. | Class: Spell Cooldown: Short Role: Stun, push, pull control | Weaver magic |
| Crouton Throw | Tactical / Companion | Throwing the puppet Crouton at an enemy causes it to attack its allies for a brief period, disorienting hostile groups. | Class: Tactical companion Role: Turn enemies on each other / traversal | Hazel's puppet Crouton |
| Unravel / Bottling Memories | Cleanse Ability | After downing a Haint, Hazel can unravel it to cleanse the Stigma. | Class: Cleanse Role: Cleanse Haints / resolve creature trauma | Weaver power |
| Health Sigil | Consumable / Recovery | A green health sigil that can only be consumed once per combat arena, replenishing Hazel's health during a fight. | Class: Recovery Limit: One per arena Role: Combat healing | Found in combat arenas |
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