Infernal ArmcoreRanged

Exagryph

Exagryph is the Adamant Rail, a rapid-fire ranged Arm with a limited magazine, manual reload, and a delayed explosive special.

Importance
core
E
Hades · infernal arm
01

Key Takeaways

Exagryph, also called the Adamant Rail, is Hades’ firearm-style Infernal Arm: a ranged weapon built around sustained gunfire, manual reloading, and an explosive Special. Its permanent Aspects change how those core actions function, while Daedalus Hammers and Boons modify only the current escape attempt.

01

A ranged arm defined by ammunition and reload timing

Exagryph’s Attack fires a rapid stream of shots until its ammunition is depleted, after which Zagreus must reload before continuing. That makes reload timing part of its handling rather than a minor interruption, especially when enemies are pressuring him at close range.

02

The Special adds area control to the firearm’s direct fire

Its Special launches a grenade that damages enemies in an area, giving Exagryph a way to punish groups or cover space while the Attack handles sustained single-target pressure. The two actions serve different roles instead of simply repeating the same damage pattern.

03

It must be unlocked with Chthonic Keys

Exagryph is not available at the beginning of a fresh save. The Adamant Rail becomes selectable after its Infernal Arm unlock is purchased in the House of Hades with Chthonic Keys; that permanent unlock is separate from later Aspect investment.

04

The weapon’s main strength is controlled ranged pressure

Exagryph can keep dealing damage while Zagreus stays away from many melee threats, and its grenade Special gives it useful area coverage. Its effectiveness depends on maintaining a safe firing position and treating reloads as deliberate parts of the attack cycle.

05

Its limitation is execution during reload windows

The Attack is not continuously available: running out of ammunition creates a vulnerable pause unless Zagreus finds a safe moment to reload or uses another action to manage the situation. This makes Exagryph less forgiving when enemies force constant movement or close-range reactions.

06

Aspects permanently reshape the weapon’s identity

Exagryph has the Aspect of Zagreus, the standard Aspects of Eris and Hestia, and the hidden Aspect of Lucifer. These are permanent weapon forms progressed with Titan Blood; they are distinct from Daedalus Hammers, which provide temporary run modifiers rather than permanent upgrades.

07

Compared with Coronacht, it favors sustained fire over charged precision

The Heart-Seeking Bow emphasizes deliberate shots and its charged Attack, whereas Exagryph emphasizes repeated firearm attacks, reload management, and explosive area coverage. The more suitable choice depends on whether the run favors sustained ranged pressure or more deliberate precision.

02

Overview

Exagryph, also called the Adamant Rail, is Hades’ ranged Infernal Arm built around sustained gunfire, ammunition management, and a powerful special projectile. It offers a markedly different rhythm from the game’s bows, spear, and other arms without being reduced to a single damage statistic.

In Hades, Exagryph is the firearm among Zagreus’s six Infernal Arms. Its normal Attack fires repeatedly while ammunition lasts, making positioning and reload timing part of its basic handling rather than occasional concerns. The Special fires a separate explosive projectile, giving the arm a way to pressure an area or interrupt the straightforward rhythm of its gunfire. This combination makes Exagryph feel closer to a weapon system with two distinct jobs than to a simple ranged substitute for another arm.

The Adamant Rail occupies a distinctive place in the weapon progression because it is a permanent Infernal Arm unlocked through the game’s Chthonic Key system, while its Aspects are separate permanent forms developed with Titan Blood. That distinction matters on this page: Exagryph is the parent arm and owns the base Attack, Special, and general handling profile. An Aspect can substantially redirect how those actions are used, but an Aspect rank is not the same thing as a universal weapon level, and a Daedalus Hammer remains a run-only modifier rather than a permanent change to the arm.

Its defining trade-off is control over distance in exchange for more active ammunition management. Exagryph can maintain pressure while Zagreus avoids standing directly beside an enemy, but firing continuously is not the same as firing without interruption: the magazine eventually has to be reloaded, and the reload window can become dangerous when enemies are close or attacks cover the arena. The Special adds burst and area utility, yet its value depends on using the projectile deliberately rather than treating it as a replacement for the Attack. These behaviours give the weapon a more deliberate engagement cycle than the Heart-Seeking Bow’s charge-focused rhythm.

Exagryph is therefore best understood through its handling profile and progression layers rather than through a universal ranking. Compared with melee arms, it exchanges immediate close-range pressure for distance and ammunition discipline; compared with the bow, it emphasizes sustained fire instead of a charged shot; and compared with other ranged options, its Special creates a stronger separation between routine pressure and explosive intervention. Boons, Daedalus Hammers, Mirror upgrades, and Aspect choice can all change which part of that identity matters most during a run. The original Hades weapon, its Aspects, and its run modifiers should be kept distinct from Hades II content, which is outside this page’s scope.

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03

Statistics

Damage figures are the game’s own published values across the weapon’s forms. Taken from the project’s verified weapons database, not from generated text.

  • Infernal Name
    Exagryph
  • Combat Style
    Ranged
  • Base Attack Damage
    10 per shot
  • Dash Attack
    10
  • Special
    Bombard
  • Special Damage
    60
  • Unlock
    8 Chthonic Keys after all other arms
  • Chthonic Keys
    8

Figures verified against Consolidated Game Weapons Database.

04

Compared to similar infernal arms

WeaponCombat StyleBase Attack DamageDash AttackSpecial
ExagryphRanged10 per shot10Bombard
StygiusMelee20 / 25 / 3030Nova Smash
CoronachtRanged20–6020–40Volley Fire
AegisMelee / Ranged / Defense2525Shield Throw
VarathaMelee / Ranged25 / 30 / 3020Throw / Recall

Damage figures are the game’s own published values. From Consolidated Game Weapons Database.

05

How to Obtain

Before you start
  • Hades (original game), not Hades II.
  • All five other Infernal Arms must already be unlocked.
  • 8 Chthonic Keys.
  • The unlock is a permanent base-game progression purchase in the House of Hades; it is not a run-only upgrade, DLC reward, NG+ reward, or missable item.
  1. 01Unlock the other five Infernal Arms first: Stygius, Varatha, Aegis, Coronacht, and Malphon. Exagryph is the final arm in the Arsenal’s unlock sequence and does not become available for purchase before those weapons have been unlocked.
  2. 02After the other Infernal Arms are available, return to the Arsenal chamber in the House of Hades between escape attempts. Interact with the locked Exagryph display and spend 8 Chthonic Keys to unlock the Adamant Rail permanently.
  3. 03Once the key cost is paid, Exagryph remains available for future escape attempts from the Arsenal. It is not obtained from a region, vendor, mission, boss, enemy drop, or random reward, and no separate pickup is required during a run.
06

Availability

Hades — base gameAvailable as one of the six Infernal Arms after its permanent unlock at the House of Hades.

Requires Requires 8 Chthonic Keys to unlock Exagryph.

This is permanent progression, not a run-only upgrade. No separate difficulty, character-level, vendor-stock, or proficiency requirement applies.

Hades — mode and content scopeAvailable in the original game's standard progression.

Exagryph is not a DLC-exclusive weapon, a rotating purchase, or a separate Hades II weapon. Its availability does not change between escape attempts once unlocked.

07

Mechanics and Handling

Exagryph, also called the Adamant Rail, divides its combat pattern between a sustained ranged attack and a separate explosive Special. Unlike the other Infernal Arms, its ordinary attack is governed by ammunition and reloading rather than a melee recovery animation or a single committed projectile. That makes spacing, firing direction and reload timing central to its handling: the weapon is strongest when its user plans the end of each firing cycle instead of waiting for an unsafe moment to discover that the magazine is empty.

Sustained fire and ammunition management

The Rail’s Attack fires a rapid stream of shots in the aimed direction. Holding the attack input maintains the stream while ammunition remains, allowing Exagryph to pressure a target continuously rather than relying on individually timed attacks. The weapon does not automatically turn that stream into an area attack, homing attack or innate status effect; its value comes from repeatedly placing direct shots while the player controls aim and position.

Exagryph’s Attack uses a finite magazine. When the available ammunition is exhausted, the weapon must reload before ordinary fire can resume, and reloading creates a vulnerable interruption because it replaces the attack action for its duration. The reload can also be initiated deliberately, which is important when the current magazine is nearly spent but the next engagement is expected to begin soon. A deliberate reload is not merely a convenience: it lets the player choose a safer window instead of carrying an almost-empty magazine into a room or a boss pattern.

The practical consequence is a rhythm of fire, repositioning and reload rather than uninterrupted damage. Short firing windows are useful when an enemy is about to attack or when the player needs to move through danger; longer holds make better use of an opening but increase the chance that the magazine will run dry at the worst time. Exagryph therefore rewards players who watch both enemy behaviour and their remaining ammunition. The Special does not depend on the Attack magazine, so alternating between the two actions can preserve offensive pressure while a reload is being prepared or completed.

The grenade Special

Exagryph’s Special launches a grenade along an aimed trajectory instead of firing another direct bullet. The projectile travels in an arc and detonates at its destination, giving the weapon a distinct area-of-effect option alongside its direct-fire Attack. This makes the Special useful for covering a location, reaching enemies that are difficult to approach directly, and contributing damage while the player is managing the Attack’s ammunition.

The grenade’s arc and detonation delay require more deliberate placement than the ordinary firing stream. Aiming at an enemy’s current position can fail when that enemy is moving, invulnerable or about to leave the blast area, while aiming at the space an enemy must cross can make the delay work in Exagryph’s favour. The Special is consequently not just a second damage button: it changes how the Rail controls space and gives the player a way to threaten a zone rather than only the point under the reticle.

The Special also supplies the foundation for several Aspect-specific behaviours. Aspect of Eris asks the player to use the grenade’s blast as part of its damage loop, while Aspect of Lucifer replaces the standard Rail pattern with a different weapon system. Those changes should not be treated as properties of every Exagryph form. On the base weapon and the other non-Lucifer forms, the ordinary distinction remains direct sustained fire for the Attack and an arcing explosive for the Special.

Dash attacks and movement during pressure

Exagryph can fire through its Dash Attack, allowing movement and offense to overlap rather than forcing the player to stand still for every shot. This is especially valuable when crossing an enemy’s attack line, escaping a projectile pattern or making small positional corrections while maintaining pressure. The Dash Attack should not be mistaken for a separate ammunition system: it remains part of the Rail’s firing behaviour and is still constrained by the weapon’s available Attack ammunition.

Because the Attack is directional, movement does not remove the need to aim. A dash can preserve safety while changing the angle of fire, but it can also carry the player out of alignment with the target. The Rail is therefore more mobile than a stationary turret but is not fully automated. Good handling comes from combining short movement bursts with controlled firing, then using a safe transition to reload rather than attempting to solve every threat by holding the Attack button.

Aspect-specific handling changes

The four Exagryph Aspects preserve the parent arm’s firearm identity while changing what the player is trying to do with its firing cycle. Aspect of Zagreus primarily modifies the weapon’s ammunition capacity, so its mechanical emphasis is sustained-fire comfort and fewer reload interruptions rather than a wholly new attack pattern. Aspect of Eris ties part of its benefit to the Special’s explosion: the player must position close enough to the blast to receive its effect, then use the resulting opening to make the Attack more threatening. That creates a deliberate risk-and-reward loop around the grenade’s area rather than treating it only as remote damage.

Aspect of Hestia makes the manual reload itself part of the weapon’s offensive sequence. After the player performs a manual reload, the next Attack shot is specially empowered, so the preferred rhythm is not simply emptying the magazine as quickly as possible. The player must preserve awareness of the reload state and decide when the empowered shot is worth setting up. Its mechanic rewards planned reloads and accurate targeting, particularly against a priority enemy, but it does not turn every shot in the magazine into the empowered form.

Aspect of Lucifer is the major mechanical departure. Its Attack becomes a continuous beam with a heat-based firing cycle instead of the ordinary bullet stream and magazine reload. Holding the Attack maintains the beam while heat builds, and continued use eventually forces the player to respect the weapon’s heat limit. Its Special deploys a Hellfire explosive that interacts with the beam, creating a placement-and-detonation pattern distinct from the standard grenade. Because this form replaces the normal ammunition behaviour, advice about magazine timing and manual reloads should not be applied to Lucifer as though it were the base Rail.

These Aspect mechanics are permanent weapon-form rules, not temporary run upgrades. A Daedalus Hammer can further alter Exagryph’s Attack or Special for the current run, and Boons can add damage types, status effects or other modifiers, but those effects belong to the run’s build rather than to the unmodified Infernal Arm. A Hammer that changes firing behaviour should therefore be read as an additional layer over the selected Aspect, with compatibility and exclusions checked for that specific run.

What the Rail does not provide by itself

Exagryph has no innate blocking or parrying function, and its ordinary Attack does not grant safety merely because it can be used from a distance. Enemies can still close the gap, projectiles can still force movement, and reloading can leave the player unable to answer immediately with the Attack. The weapon’s defensive advantage is positional: it can deal damage while the player stays outside many melee threats, but that advantage depends on movement, dash timing and choosing firing windows.

The base arm also does not supply a universal status effect or a guaranteed critical-hit pattern. Status, critical effects, extra projectiles, penetration, altered blast behaviour and similar properties come from the selected Aspect, Daedalus Hammer, Boons, Mirror upgrades or other run conditions when those systems provide them. Effective damage is therefore highly conditional. It should not be reduced to a single DPS claim, especially when one build may emphasise the sustained Attack, another the grenade Special, and Lucifer’s heat-and-beam cycle changes the underlying handling altogether.

08

Upgrades and Variants

09

Strengths, Weaknesses and Best Uses

Strengths

  • The Adamant Rail applies ranged pressure while Zagreus repositions, making its basic attack well suited to kiting enemies rather than committing to melee exchanges.
  • Its attack delivers a steady stream of projectiles, so it can maintain pressure on exposed targets and take advantage of Attack boons that reward repeated hits.
  • The Special throws an explosive grenade that covers an area instead of requiring the same direct aim as the attack. This gives Exagryph a separate tool for clustered enemies, chokepoints and targets moving through a predictable path.
  • Attack and Special serve different engagement distances and functions: the attack handles sustained single-target pressure, while the grenade can punish groups or supplement a build focused on Special effects.
  • The weapon's ranged profile gives it safer access to bosses and armored or dangerous enemies whose close-range attacks are costly to contest.

Weaknesses

  • The attack's ammunition system imposes reload downtime. Firing continuously without planning around the reload leaves Zagreus temporarily unable to maintain the weapon's main source of pressure.
  • The grenade follows a lobbed trajectory and does not resolve as immediately as a direct shot. Enemies that move unpredictably can leave its impact area before the explosion connects.
  • The Rail's projectiles reward keeping the weapon aligned with a target; evasive enemies, obstructions and rapidly changing target priorities can reduce the value of sustained fire.
  • Using Exagryph safely at range can make room control and positioning more important than with a melee arm. Zagreus must still watch for enemies closing the distance while he is aiming, reloading or placing a grenade.
  • The parent arm's performance is not a single fixed package: Aspects, Daedalus Hammers and Boons can substantially redirect its Attack, Special or Cast priorities. A setup built around one Rail function may therefore leave another function underused during a run.

Best uses

  • Choose Exagryph when the run benefits from keeping dangerous enemies at a distance while maintaining damage during movement and evasive repositioning.
  • Use the attack to pressure isolated targets or bosses from safer angles, especially when the encounter gives Zagreus room to circle, retreat or change lanes.
  • Use the grenade to soften groups, cover an approach route or punish enemies gathered near obstacles and arena boundaries rather than relying on it as a precise instant-hit tool.
  • Build around Attack when the run offers effects that reward repeated ranged hits; build around Special when area coverage, impact effects or delayed placement is more valuable than continuous direct fire.
  • Treat reload timing as part of the weapon's rotation: create distance, use the grenade or reposition before the reload becomes an emergency interruption.
  • Favor Exagryph in encounters where melee contact is especially punishing or where enemies can be safely engaged across open space; consider another Infernal Arm when immediate close-range control or uninterrupted point-blank pressure is the priority.
10

Compared With Similar Weapons

Compared With Similar Weapons
WeaponPrimary attack patternRanged pressure and specialExecution profileWhen it may suit the same run better than Exagryph
Exagryph — Adamant RailIts Special launches a grenade that can damage an area independently of the gunfire. Aspects can shift the arm toward Special setup, empowered individual shots, or sustained beam attacks.Rewards continuous positioning, reload timing, and separating attack fire from Special placement. Its damage profile can change substantially with Daedalus Hammers, Aspects, and boons.The reference choice for a ranged run built around sustained Attack fire, explosive area control, or firearm-specific Hammer interactions.—
Coronacht — Heart-Seeking BowThe Special fires a spread of arrows, giving it broad close-range coverage while the charged Attack handles distant targets.Requires charge timing and deliberate release windows rather than Exagryph's reload cycle. Its Attack and Special can be assigned different boon roles in much the same way.A better fit when long-range single-target shots and deliberate timing matter more than sustained automatic pressure.—
Varatha — Eternal SpearThe thrown spear supports ranged tagging and repositioning, but it does not reproduce Exagryph's continuous projectile stream. Its Special is particularly useful for striking from safety before returning to melee.Alternates between melee and ranged actions instead of maintaining firearm distance. It generally asks the player to manage engagement range more actively.A practical alternative for a run that wants ranged reach without giving up a substantial melee moveset.—
Aegis — Shield of ChaosThe Special throws the shield so it can strike at range and return, while the Attack provides safer close-range engagement than Exagryph's reload-dependent gunfire.Places more emphasis on blocking, Bull Rush timing, and controlling enemy approach. The ranged Special is intermittent rather than a replacement for a firearm's main attack.A better fit when survivability, blocking, and controlled engagement are more important than sustained ranged Attack output.—
11

Used In

  • Aspect of ZagreusThe default Aspect of Exagryph, representing the Adamant Rail's standard form and progression path.
  • Aspect of ErisAn Exagryph Aspect associated with its Special and the temporary offensive benefit created by its blast.
  • Aspect of HestiaAn Exagryph Aspect that changes the weapon's reload-and-fire rhythm by empowering the next shot after a manual reload.
  • Aspect of LuciferA hidden Exagryph Aspect that changes the weapon into an alternate form with a distinct attack and special behavior.
  • Titan BloodThe permanent progression material used to unlock and raise Exagryph's Aspects.
  • Daedalus HammerA run-only upgrade source that can modify Exagryph's attack, Special, or handling when a compatible Hammer is offered.
  • ZagreusThe playable character who wields Exagryph as one of the six Infernal Arms.
12

Lore and Design

Exagryph, also called the Adamant Rail, is one of the six Infernal Arms available to Zagreus in Hades. Its presentation stands apart from the Blade, Spear, Shield, Bow, and Fists: the weapon is a firearm-like arm within a mythological arsenal, while remaining part of the same in-universe category as the other legendary weapons. The game does not require a real-world identification for the weapon, and visual resemblance alone is not enough to assign one.

The weapon’s strongest story connection is its Aspect system. Its standard forms are associated with Zagreus, Hestia, Eris, and the hidden Aspect of Lucifer. Lucifer’s form gives Exagryph an explicitly named connection to a figure outside the usual Greek-mythological framing of the Olympians and Underworld, making it more than a simple alternate appearance. That association belongs to the Aspect of Lucifer and should not be treated as the origin story of the base Adamant Rail.

Within the fiction of Hades, Exagryph is therefore best understood as one expression of the Infernal Arms rather than as a weapon with a separately developed mortal manufacturer, nation, or historical lineage. The available in-game identity supports its status as a legendary arm and its ties to the weapon-Aspects, but does not by itself establish a real-world design source or a specific developer inspiration.

Its design significance is most visible in the contrast between mythic naming and firearm handling. The Adamant Rail extends the game’s armory into a ranged, ammunition-based weapon without leaving the Infernal Arm framework. That contrast is a supported description of its role and presentation; claims about why Supergiant chose a firearm, or what real weapon may have inspired its appearance, require separate official design evidence.

The Adamant Rail and its Aspects

Exagryph’s named forms preserve the distinction between the parent Infernal Arm and its permanent Aspects. Zagreus, Hestia, Eris, and Lucifer represent different interpretations of the same arm rather than four unrelated weapons. In particular, the Lucifer form gives the weapon a documented supernatural association, while the base name Adamant Rail remains the canonical identity of the arm itself.

What can and cannot be established

The game supports identifying Exagryph as a core Infernal Arm and documenting its Aspect names and relationships. It does not, without additional creator commentary or design material, support a confident claim about a real-world firearm model, a historical inventor, or the developers’ cultural inspiration. Those interpretations should remain separate from the weapon’s documented lore.

13

Trivia

  • Exagryph is the Infernal Arm’s formal name, while “Adamant Rail” is its descriptive weapon name. The game presents both names together rather than treating them as separate weapons.
  • Exagryph is the only Infernal Arm whose standard attack uses a finite ammunition magazine that must be reloaded during a run. Its ammunition and reload cycle are part of the arm’s identity, not run-only effects from a Daedalus Hammer or Boon.
  • The arm has four Aspects: Zagreus, Eris, Hestia, and Lucifer. Lucifer is the Hidden Aspect and changes Exagryph’s normal firearm pattern into a distinctly different weapon form rather than being a simple numerical upgrade.