- Prices listed are buying process for normal market conditions in a settlement of reasonable size, GM discretion can be applied for modifying prices based on limited availability
- Sell price is typically 10% of buying price under normal market conditions
- Prices are listed in the following format: (GP).(SP)(CP) where 1.53 would be 1 GP, 5 SP, 3 CP though CP are typically not used
- S = 1 storage slot, M = 2 storage slots, L = 4 storage slots, XL = 8 storage slots
- For a complete list and description of weapon attributes see the Glossary
Contents
Weapon Types
Primitive Weapons
Primitive Weapons do not require any kind of weapon proficiency to wield, however they also cannot benefit from a Weapon Specialization. They are constructed from naturally occurring, typically unrefined materials that are readily available in the wild. As such they are considerably cheaper than more sophisticated weapons, and do not require a Secondary Skill to produce. However due to their primitive nature they cannot have advanced craftings or enchants bestowed upon them. They also tend to be somewhat fragile and even awkward to wield at times.
- Critical Miss chances are doubled for Primitive Weapons
- Any Critical Miss with a primitive weapon has a 75% chance to result in the weapon becoming damaged (cracked, weakened, or broken). This results in the weapon dealing 1/2 damage, 1/2 effectiveness of any attributes, and gaining the Clumsy attribute at a rate of -5 per weapon size, until it can be repaired.
- If already damaged, a second Critical Miss automatically destroys the weapon (shattered, destroyed or ruined)
Simple Weapons
Simple Weapons do not require any kind of Weapon Proficiency to wield in combat, however they also cannot benefit from a Weapon Specialization. Simple weapons are often not weapons at all, but rather common manufactured goods or tools that can be used as a weapon in a pinch. Other times they are just weapons that lack any complex design or manufacturing techniques. Regardless, they are generally cheaper to manufacture than true weapons, and typically do not require a Secondary Skill to produce. Simple weapons are not built for prolonged combat use, and therefore do not stand up well to the task. However, unlike Primitive Weapons they are eligible for Advanced Crafting, Runecrafting, and Enchanting.
- Any Critical Miss with a simple weapon has a 50% chance to result in the weapon becoming damaged (cracked, weakened, or broken). This results in the weapon dealing 1/2 damage, 1/2 effectiveness of any attributes, and gaining the Clumsy attribute at a rate of -5 per weapon size, until it can be repaired.
- If already damaged, a second Critical Miss automatically destroys the weapon (shattered, destroyed or ruined)
- If possessing a T2 or higher crafting or enchant, Simple weapons do not become damaged through conventional means (critical misses) or the passage of time.
Fist Weapons
Fist weapons (sometimes referred to as Fist-Mounted) do not require any kind of Weapon Proficiency to wield in combat and are typically fitted over on the wielders bare fists, gloves, or gauntlets. In some instances they can be built directly into hand armor. Regardless, they are designed to act as weapon while still allowing the hand to remain free for other uses such as equipping another weapon, casting spells, or using miscellaneous items (i.e. holding a torch or carrying a religious relic). Fist Weapons are designed to be used a a paired weapon, meaning you can be dual wield them without having the appropriate Secondary Skill. However, they are still sold as a single item so if being used as a pair, you will need to buy two.
Fist Weapons can have enchanting and crafting effects placed on them. However, if another item is equipped in a free hand that has a fist weapon attached to it, the enchants and/or crafting of the fist weapon are ignored. (i.e. Cestus of Greater Flame does NOT add its fire damage if the wielder attacks with a sword held in the same hand that has the Cestus equipped.)
Knives
Knives are small bladed weapons characterized by relatively low damage potential, but excel at Stealthy attacks. Because of their relatively simple design and use they do not require proficiency to wield in melee combat, though some classes still do not have a natural proficiency with them. Knives are extremely useful as a Thrown weapon, however this requires some skill and training and as such when used as throwing weapons Knives do require proficiency.
Swords
Swords are bladed weapons of medium to large size, characterized by their ability to Parry an opponents melee attacks. Swords most often inflict piercing or cutting damage. Many swords are designed to be used in both one or two hands, making them versatile and effective close combat weapons. However if a sword with the Versatile attribute is wielded in two hands it counts as a Two-Handed sword for Proficiency and Combat Penalty purposes.
Swords (2 handed)
Two handed swords are heavy bladed weapons capable of inflicting massive damage and excel at Overpowering an opponent’s defensive capabilities (i.e. parry, block, ward-off). However they do trade off some of their own parrying capabilities, compared to their one handed counterparts.
Bludgeons
Bludgeon weapons are in many ways simply the evolution of more primitive weapons such as clubs. They feature impact or crushing damage with the potential to Stun enemies and also inflict a reduced portion of damage even when an opponent armor saves (Crushing Blow). This makes bludgeon weapons ideal against high armor targets. Bludgeons tend to have more consistent, but slightly lower damage output than bladed weapons. If a bludgeon with the Versatile attribute is wielded in two hands it counts as a Two-Handed bludgeon for Proficiency and Combat Penalty purposes.
Bludgeons (2 handed)
Two handed bludgeon weapons excel against high armor targets, inflicting even more crushing damage than their one handed counterparts, however they trade off some of their stun potential.
Axes
Axes typically feature a small wedge or crescent shaped blade fixed to the end of wooden shaft. While they lack the versatility or functionality of swords and bludgeons, they excel at delivering high damage critical hits due to the Cleaving nature of their design. Many axe designs can be wielded in one or two hands as the situation requires. However, if an axe with the Versatile attribute is wielded in two hands it counts as a Two-Handed axe for Proficiency and Combat Penalty purposes.
Axes (2 handed)
Two handed axes are generally just larger forms of their one handed counterparts, resulting in more damage and higher Cleaving potential.
Hand Weapons
Hand Weapons are designed to be used as a matching pair and are usually built into a glove or gauntlet, or mounted onto a frame that can be gripped easily in ones fist. Though typically bought as pair, they are still crafted as a single item so if being used as a pair, you will need to buy two. They are ideally suited to Dual Wield applications and therefore all Hand Weapons can be dual wielded without having the Dual Wield Secondary Skill, provided they are use as paired set of identical weapons (though Enchants and Craftings can vary).
Polearms
Polearms represent a variety of weapons, with the single commonality of being mounted on the end of (typically) wooden poles. In many cases they mimic the form and function of sword, bludgeon, or axes type weapons, but have the benefit of extended Reach and the defensive capability of being able to Ward-Off an opponents attacks. Polearms often encompass a wide range of beneficial attributes, however this is balanced against the fact that most polearms are Two-Handed weapons.
Staves
Staves are similar to Polearms in many respects, however they typically trade offensive functionality and reach for the ability to stun opponents. Staves are highly favored by many of the more fragile faith and spirit classes for their strong defensive capability for a reasonable price. Most Staves are Two-Handed weapons.
Whips
Whips are a highly specialized weapon type that excel at longer range melee style attacks due to their Reach. In some situations they can also be used to Steal Weapons from opponents. Though they lack damage output compared to some weapons, they can be highly useful tools in the right hands. They are also useful when a non-lethal means of inflicting immense pain is required.
Bows
Bows are a simple and effective long Ranged Two-Handed weapon that can fire a steady stream of arrows often in short succession so long as opponents stay out of base contact. They are most effect when the archer can line up shots without having to move, as they do suffer “to hit” penalties for moving and shooting. It is recommended that a quiver is used to prevent wasting unnecessary time retrieving arrows from a pack.
Crossbows
Crossbows are a more advanced Reload-Ranged weapon, with a slower rate of fire due to their long reload process. Though they can often be fired with only one hand, they typically require two hands to reload and thus a most Crossbows are Two-Handed weapons. Due to their heavier, mechanically assisted draw, Crossbows fire with an incredible amount of impact and excel at piercing armor, though the more compact ammo design does decrease range somewhat.
Shields
Shields are often thought of as a type of armor, as their primary function is defense. However they are wielding in the offhand and can be used offensively as well as defensively, inflicting low damage but capable of stunning opponents with a well placed Shield Blow. In the right hands they can be deadly, and are always welcome when attempting to block an opponent’s melee or ranged attacks.
Wands
Wands are a special type of weapon used exclusively by spirit classes. On their own a Wand often appears as little more than a stick or fine delicate metallic rod, clearly of no use on the battlefield. However in the hands of a Spirit user they can channel the innate spiritual energy of their wielder, acting as a short range back up weapon when a spirit user has expended their reserves.
Wands are a one-handed ranged weapon (generally range 10″) wielded by Spirit users. Though they do not cost Spirit to use, wand attacks are treated like a LoS Spirit power, with targets using resistance + dodge to defend against it. The damage they deal scales based on the quality of the wand and all combat modifiers (Hit/Cast, Crit, and Damage) are based of off the Spirit modifiers associated with the primary school of damage for the caster (i.e. a Pyromancer primarily uses fire spells, therefore their wand does fire damage and uses the modifiers associated with the School of Fire). In cases where the wielder uses more than one school of Spirit power, use the school that they have the most powers memorized, or in the case of Runeweavers, that they currently have activated.
Wands CANNOT be dual wielded under any circumstance and CANNOT be used against targets in base contact.
Wands can gain bonus damage from craftings and enchants like other weapons, but also benefit from craftings or enchants that increase spell power (provided it is of the same school of magic). HOWEVER, they cannot benefit from both at the same time and the wield must choose which damage bonus they wish to apply.
Full Weapon List
Weapon | Type | Cost | Description | Size | Damage | Damage Dice | Attributes | Loot # |
---|---|---|---|---|---|---|---|---|
Hollow Point Arrow | Ammo | 1.00 | light metal, glass, or ceramic arrow head with a hollow cavity within it, useful for dosing with potions (but not poisons) | s | base | as weapon | Ammo stacks of 20; Clumsy -20; can be filled with a single dose of various potions (not poisons), but destroyed on use | 18 |
Hollow Point Bolt | Ammo | 1.00 | light metal, glass, or ceramic bolt head with a hollow cavity within it, useful for dosing with potions (but not poisons) | s | base | as weapon | Ammo stacks of 20; negates Armor Piercing; can be filled with a single dose of various potions (not poisons), but destroyed on use | 18 |
Lightweight Bolt | Ammo | 1.30 | lightweight metal or wood bolt with sharp point | s | base | as weapon | Ammo stacks of 20; negates Armor Piercing | 12 |
Fletched Arrow | Ammo | 1.50 | standard metal arrowhead with feather fletching | s | base | as weapon | Ammo stacks of 20; default ammo | 10 |
Silent Arrow | Ammo | 3.00 | designed to reduce the whistling sound an arrow makes as it moves through the air | s | base | as weapon | Ammo stacks of 20; Stealthy | 11 |
Stun Bolt | Ammo | 3.40 | heavy blunt head | s | base | as weapon | Ammo stacks of 20; Stun 15% | 17 |
Hunting Arrow | Ammo | 4.00 | improved fletching | s | +1 | as weapon +1 | Ammo stacks of 20 | 11 |
Stun Arrow | Ammo | 4.00 | heavier blunt head | s | base | as weapon | Ammo stacks of 20; Stun 20% | 16 |
Quarrel Bolt | Ammo | 4.00 | standard 4 sided metal head | s | +1 | as weapon +1 | Ammo stacks of 20; default ammo | 13 |
War Arrow | Ammo | 6.50 | heavier version of above, slight barb | s | +2 | as weapon +2 | Ammo stacks of 20 | 12 |
Bodkin Arrow | Ammo | 6.50 | head designed to cleave thru armor | s | +1 | as weapon +1 | Ammo stacks of 20; Armor Piercing -10 | 15 |
Metal Bolt | Ammo | 6.50 | bolt made entirely of metal | s | +2 | as weapon +2 | Ammo stacks of 20 | 14 |
Tar Arrow | Ammo | 7.20 | war arrow w/ tar soaked wrap | s | +2 | as weapon +2 | Ammo stacks of 20; flaming | 17 |
Magic Arrow | Ammo | 7.80 | fletched arrow that ignites with magical energy upon being fired | s | +2 | as weapon +2 | Ammo stacks of 20; adds magic damage of the associated type of enchanting material used to craft it | 17 |
Magic Bolt | Ammo | 7.80 | quarrel bolt that ignites with magical energy upon being fired | s | +2 | as weapon +2 | Ammo stacks of 20; adds magic damage of the associated type of enchanting material used to craft it | 14 |
Broadhead Arrow | Ammo | 9.00 | wide barbed head | s | +3 | as weapon +3 | Ammo stacks of 20 | 13 |
Razor Arrow | Ammo | 9.00 | extremely sharp, superior fletching | s | +2 | as weapon +2 | Ammo stacks of 20; Graceful 10 | 14 |
Wedge Bolt | Ammo | 9.00 | wedgetip designed to critcally injure | s | +2 | as weapon +2 | Ammo stacks of 20; Cleaving +5% | 15 |
Barbed Bolt | Ammo | 9.00 | bolt has several sharp barbs | s | +3 | as weapon +3 | Ammo stacks of 20 | 16 |
Francisca | Axe | 28.20 | metal throwing axe with an s-shaped head and no handle | s | 1-8 | 1d8 | Cleaving 5%; Thrown +4; Clumsy -10 melee | 1 |
Hand Axe | Axe | 51.00 | small one hand combat axe | m | 1-10 | 1d10 | Cleaving 5% | 3 |
Military Pick | Axe | 57.00 | shorter handled weapon with a small spike instead of typical axe head, excels are armor penetration | m | 1-10 | 1d10 | Cleaving 3%; Armor Piercing -10 | 4 |
Tomahawk | Axe | 57.80 | light weight and agile axe with a thin head that can also be thrown | m | 2-9 | 1d8+1 | Cleaving 5%; Thrown; Graceful +5 melee | 2 |
Hafted Axe | Axe | 75.00 | axe head extends above end of handle | l | 2-11 | 1d10+1 | Cleaving 7% | 5 |
Battle Axe | Axe | 76.30 | medium length handle with standard single bit axe head | l | 3-12 | 1d10+2 | Cleaving 5% | 7 |
Crescent Axe | Axe | 85.00 | elaborate single bit axe head with an inverted curve | l | 2-14 | 1d10+1d4 | Cleaving 5% | 10 |
Balanced Axe | Axe | 92.50 | medium handled with double bit axe head | l | 2-13 | 1d12+1 | Cleaving 10% | 8 |
Cavalry Pick | Axe | 100.40 | long handled pick with a large curved spike for dismount and armor penetration | l | 1-14 | 1d12 (2H: 1d12+2) | Cleaving 3%; Dismount 10%; Clumsy -5; Armor Piercing -10; Versatile (remove Clumsy, Dismount 15%, Armor Piercing -15) | 6 |
Long Axe | Axe | 111.30 | long handled battleaxe | l | 4-15 | 1d12+3 | Cleaving 10%; Overpowering -1; Two-Handed | 13 |
Saddle Axe | Axe | 118.30 | long and curved handle designed for use as a mounted weapon | l | 2-16 | 1d12+1 (2H: 1d12+1d4) | Cleaving 5%; Riding +5/+1; Clumsy -5; Versatile (remove Clumsy, Cleaving 10%, Riding +5/+2) | 9 |
Bearded Axe | Axe | 128.40 | arms length handle where axe head has a long cutting edge which extends below the butt, allows for convienent placement of a second hand or choked one-handed grip | l | 2-17 | 1d10+1d4 (2H: 1d12+1d4+1) | Cleaving 10%; Versatile (Cleaving 13%, Overpowering -1) | 11 |
Broad Axe | Axe | 130.60 | arms length handle with a very wide single bit blade | l | 3-18 | 1d10+1d4+1 (2H: 1d12+1d4+2) | Cleaving 10%; Clumsy -5; Versatile (remove Clumsy, Overpowering -2) | 12 |
Great Axe | Axe | 187.50 | large metal single bitted axe | xl | 6-21 | 1d10+2d4+3 | Cleaving 15%; Clumsy -5; Overpowering -2; Two-Handed | 14 |
Labrys | Axe | 201.00 | large doubled bit axe head with a long handle | xl | 6-22 | 1d12+2d4+2 | Cleaving 15%; Clumsy -10; Charge +5/+1, Overpowering -2; Two-Handed; Two-Handed | 15 |
Tonfa | Bludgeon | 39.60 | side handle rod, paired | m | 1-6 | 1d6 | Stun 16%; Paired | 3 |
Nanchaku | Bludgeon | 41.50 | two wooden rods connected by chain/rope, possible entangle | m | 1-6 | 1d6 | Stun 18%; Entangle; Clumsy -5 | 1 |
Stout Hammer | Bludgeon | 44.00 | short handle with a heavy double sided head, sometimes referred toas a Dwarf Hammer | m | 2-10 | 1d6+1d4 | Stun 12%; Crushing Blow 2; Clumsy -5 (except for Dwarves) | 6 |
Mace | Bludgeon | 47.50 | standard metal on wood shaft | m | 3-9 | 2d4+1 | Stun 15%; Crushing Blow 1 | 5 |
Scepter | Bludgeon | 51.40 | cross b/w mace & rod | m | 1-8 | 1d8 | Stun 11%; Crushing Blow 1; can have an enchanted trinket inserted (basically double enchant) | 4 |
Chainmace | Bludgeon | 68.80 | ball&chain', has range like a whip | l | 3-12 | 3d4 | Reach 1; Crushing Blow 1; Clumsy -5 | 7 |
Flail | Bludgeon | 76.30 | metal on short chain on wood shaft | l | 3-14 | 1d6+2d4 | Overpowering -2; Crushing Blow 2; Clumsy -10 | 8 |
Jitte | Bludgeon | 83.50 | japanese, Parry and disarming rod | m | 1-6 | 1d6 | Stun 17%; Parry +3; Disarm +3 | 2 |
Morningstar | Bludgeon | 89.40 | a large mace with spikes attached to the metal head | l | 3-14 | 1d8+2 (2H: 2d6+2) | Stun 10%; Crushing Blow 1; Versatile (Crushing Blow 2) | 9 |
Grandscepter | Bludgeon | 99.20 | larger, more ornamented version of a scepter | l | 1-13 | 1d10 (2H: 1d12+1) | Stun 13%; Crushing Blow 1; Clumsy -5; Versatile (remove Clumsy); can have an enchanted trinket or jewel attached (effectively allowing for double enchant) | 11 |
Flanged Mace | Bludgeon | 101.80 | bladed or angular flanges on head | l | 3-15 | 1d6+1d4+1 (2H: 1d6+2d4+1) | Stun 10%; Crushing Blow 1; Armor Piercing -5; Versatile (Crushing Blow 2, Armor Piercing -10) | 10 |
Riding Hammer | Bludgeon | 114.10 | longer handled warhammer with a lighter more agile head | l | 2-16 | 2d6 (2H: 2d8) | Stun 10%; Crushing Blow 2; Clumsy -5; Riding +5/+1; Versatile (remove Clumsy, Riding +5/+2, Crushing Blow 4) | 13 |
Warhammer | Bludgeon | 117.60 | arms length wooden handle with a metal head, narrow punching hammer on front side of head and typically a spike or hook on the back side, can be wielded on one or two hands | l | 3-17 | 2d6+1 (2H: 2d8+1) | Stun 10%; Crushing Blow 2; Dismount 10%; Versatile (Crushing Blow 3, Dismount 15%, Overpowering -1) | 12 |
Great Mace | Bludgeon | 123.80 | large size mace | xl | 4-17 | 2d6+1d4+1 | Stun 5%; Crushing Blow 3; Overpowering -1; Two-Handed | 14 |
Greathammer | Bludgeon | 153.00 | large metal hammer, broad head | xl | 5-20 | 3d6+2 | Stun 6%; Crushing Blow 4; Overpowering -2; Two-Handed | 16 |
Heavy Flail | Bludgeon | 160.50 | heavy or multiple heads, long shaft | xl | 5-22 | 1d8+2d6+2 | Overpowering -4; Crushing Blow 4; Clumsy -10; Two-Handed | 15 |
Hunting Bow | Bow | 57.40 | fairly light weight | m | 1-10 | 1d10 | Ranged 40"; Two-Handed | 2 |
War Bow | Bow | 85.80 | heavier, slightly larger than hunting | l | 1-12 | 1d12 | Ranged 40"; Two-Handed | 3 |
Asymetric Bow | Bow | 98.00 | top is much larger than bottum for increased range | l | 2-13 | 1d12+1 | Ranged 60"; Clumsy -5; Two-Handed | 9 |
Long Bow | Bow | 105.10 | standard man-sized bow | l | 2-14 | 1d10+1d4 | Ranged 45"; Two-Handed | 4 |
Riding Bow | Bow | 116.00 | top slightly larger to maintain length while allowing ease of use while mounted | l | 2-13 | 1d12+1 | Ranged 45"; Riding +5/+1; Two-Handed | 8 |
Composite Bow | Bow | 119.60 | bow built from multiple materials | l | 2-16 | 1d12+1d4 | Ranged 45"; Two-Handed | 5 |
Reflex Bow | Bow | 138.80 | precursor to the recurve, easier draw | l | 2-18 | 1d12+1d6 | Ranged 50"; Two-Handed | 6 |
Recurve Bow | Bow | 153.80 | ends curve forward formore power | l | 2-20 | 1d12+1d8 | Ranged 50"; Two-Handed | 7 |
Pistol Crossbow | Crossbow | 29.90 | small all-metal one-handed crossbow | s | 1-6 | 1d6 | Reload-Ranged 20"; Can wield one in each hand, reload both at the same time; can only use lightweight, stun, or hollow-point bolts | 3 |
Light Ratchet Crossbow | Crossbow | 47.50 | lighter version of ratchet mechanism that removes reload penalty | m | 1-8 | 1d8 | Ranged 25"; Armor Piercing -5; Two-Handed | 4 |
Crossbow | Crossbow | 52.90 | standard lever pulled/reloaded crossbow | m | 1-10 | 1d10 | Reload-Ranged 30"; Armor Piercing -5; Two-Handed | 2 |
Repeating Crossbow | Crossbow | 61.80 | six-bolt chamber with semi-automatic firing mechanism that eliminates need to reload until after six shots | l | 2-9 | 1d8+1 | Reload-Ranged 30"; reload after 6 shots; Two-Handed; can only use lightweight, stun, or hollow-point bolts | 11 |
Double Crossbow | Crossbow | 78.60 | over-under bows, can load 2 bolts at a time but still fires one at a time | l | 1-10 | 1d10 | Reload-Ranged 35"; Armor Piercing -10; Two-Handed; reload after 2 shots | 10 |
War Crossbow | Crossbow | 94.00 | slighty heavier/larger | l | 2-13 | 1d12+1 | Reload-Ranged 35"; Armor Piercing -10; Two-Handed | 5 |
Composite Crossbow | Crossbow | 111.60 | standard crossbow but with upgraded composite bow | l | 2-16 | 1d10+1d6 | Reload-Ranged 35"; Armor Piercing -10; Two-Handed | 6 |
Metal Crossbow | Crossbow | 133.50 | standard crossbow but with upgraded metal bow | l | 2-18 | 1d10+1d8 | Reload-Ranged 40"; Armor Piercing -15; Two-Handed | 7 |
Ratchet Crossbow | Crossbow | 153.00 | lever system is replaced by ratchet allowign for heavier draw | l | 3-21 | 2d10+1 | Reload-Ranged 40"; Armor Piercing -15; Two-Handed | 8 |
Arbalest | Crossbow | 226.00 | very large/heavy, windlass draw | xl | 3-25 | 2d12+1 | Reload-Ranged 45"; Armor Piercing -20; Two-Handed | 9 |
Brass Knuckle | Fist | 12.80 | fitted metal band | s | 1-3 | 1d3 | Paired; Stun 5%; upgrades unskilled punch attacks to 1d3 damage and increases focus fist skills by d2 (i.e. 1d2 becomes 1d4, 1d4 becomes 1d6, etc...) | 2 |
Spiked Knucle | Fist | 14.90 | metal spikes fitted over hand armour | s | 1-3 | 1d3 | Paired; armor peircing -5; upgrades unskilled punch attacks to 1d3 damage and increases focus fist skills by d2 (i.e. 1d2 becomes 1d4, 1d4 becomes 1d6, etc...) | 3 |
Bladed Knuckle | Fist | 15.30 | small knife-like blade between each knuckle | s | 1-4 | 1d4 | Paired; upgrades unskilled punch attacks to 1d4 damage and adds +1d4 damage to focus fist skills | 5 |
Wedge Knuckle | Fist | 19.00 | sharp wedges/ridges along the knuckles | s | 1-3 | 1d3 | Paired; Cleaving 5%; upgrades unskilled punch attacks to 1d3 damage and increases focus fist skills by d2 (i.e. 1d2 becomes 1d4, 1d4 becomes 1d6, etc...) | 4 |
Golem Knuckle | Fist | 19.80 | heavy bulbous/bulky metal settings | s | 1-4 | 1d4 | Paired; Stun 10%; upgrades unskilled punch attacks to 1d4 damage and adds +1d4 damage to focus fist skills | 6 |
Needle Knuckle | Fist | 24.30 | fitted metal band with a single quarrel like needle made for punching through armor | s | 1-4 | 1d4 | Paired; armor peircing -10; upgrades unskilled punch attacks to 1d4 damage and adds +1d4 damage to focus fist skills | 7 |
Wrist Blade | Hand Weapons | 24.30 | long narrow blade strapped to wrist | s | 1-6 | 1d6 | Paired; Stealthy +1 | 2 |
Crescent Blades | Hand Weapons | 34.60 | two interlocking crescents | s | 1-8 | 1d8 | Paired; Thrown +2; chance to return (agilityX4%) | 3 |
Sai | Hand Weapons | 40.10 | can throw | s | 2-5 | 1d4+1 | Paired; Parry; Thrown, Stealthy, Disarm +1 | 1 |
Claw | Hand Weapons | 45.00 | multiple thin blades strapped to forearm and including a hand grip | m | 2-7 | 1d6+1 | Paired; Parry | 4 |
War-Sickle | Hand Weapons | 52.50 | small kama w/ weighted chain on handle | l | 1-10 | 1d10 | Paired; Reach 1; Clumsy -8 | 14 |
Katar | Hand Weapons | 54.60 | short swordblade w/ horizontal grip | m | 2-9 | 1d8+1 | Paired; Parry | 6 |
Hammer-Hand | Hand Weapons | 56.40 | large metal mass surrounding hand | m | 2-10 | 1d6+1d4 | Paired; Stun 10%; Crushing Blow 1 | 8 |
Bladed Tonfa | Hand Weapons | 57.60 | sidehandle rod w/ blades | m | 1-8 | 1d8 | Paired; Parry +1 | 5 |
Flail-Glove | Hand Weapons | 64.80 | short chains attached to hand grip | m | 2-11 | 1d10+1 | Paired; Reach 1 | 9 |
Reaper | Hand Weapons | 67.20 | scythe blade strapped to forearm | m | 1-10 | 1d10 | Paired; Parry +1 | 7 |
Kama | Hand Weapons | 73.50 | sickle like blade designed as a weapon | l | 1-12 | 1d12 | Paired | 13 |
Hatchet-Hand | Hand Weapons | 82.20 | two axe-like heads on sides of fist | m | 3-12 | 1d10+2 | Paired; Parry; Cleaving +5% | 10 |
Reaper-Claw | Hand Weapons | 112.50 | mutiple reaper blades | l | 3-13 | 2d6+1 | Paired; Parry +1; Disarm | 12 |
Pata | Hand Weapons | 174.00 | larger swordblade built into guantlet | l | 3-12 | 1d10+2 | Paired; Parry +1; can't wear hand armor but gives +5 armor if using paired | 11 |
Throwing Knife | Knife | 2.20 | specially weight for throwing | s | 1-6 | 1d6 | Stealthy; Thrown +5; 1d2 dam in melee | 15 |
Shuriken | Knife | 3.90 | throwing stars | s | 1-10 | 1d10 | Stealthy +1; Thrown +10; cannot be used in melee | 16 |
Sgian-Dubh | Knife | 12.40 | short, single edged concealed blade | s | 1-3 | 1d3 | Stealthy +1; Thrown | 1 |
Dagger | Knife | 15.00 | basic two-edge | s | 1-4 | 1d4 | Stealthy; Thrown +1 | 2 |
Hunting Knife | Knife | 18.50 | basic one-edge | s | 1-5 | 1d5 | Stealthy; Thrown +2 | 3 |
Kris | Knife | 19.00 | wavy blade | s | 2-5 | 1d4+1 | Stealthy; Thrown | 4 |
Parrying Knife | Knife | 20.80 | long heavy heavy blade | s | 1-4 | 1d4 | Stealthy; Thrown -1; Parry | 5 |
Pugio | Knife | 21.50 | short wide blade | s | 1-6 | 1d6 | Stealthy; Thrown | 6 |
Stiletto | Knife | 25.60 | long thin, stabbing | s | 1-6 | 1d6 | Stealthy +1; Thrown; Armor Piercing -3 | 7 |
Rondel | Knife | 26.40 | stiff stabbing/cutting blade | s | 2-7 | 1d6+1 | Stealthy +1; Thrown | 8 |
Poignard | Knife | 26.70 | long tapered blade, wide guard | s | 1-4 | 1d4 | Stealthy; Thrown -2; Parry +1 | 9 |
Kukri | Knife | 32.50 | hooked blade, slashing | s | 2-9 | 1d8+1 | Stealthy; Thrown +1 | 11 |
Dirk | Knife | 34.20 | long thrusting dagger w/ small guard | s | 1-8 | 1d8 | Stealthy; Thrown; Parry | 10 |
Tanto | Knife | 34.50 | japanese style single edge knife | s | 1-8 | 1d8 | Stealthy +1; Thrown +5; Graceful +5 | 12 |
Gutripper | Knife | 35.20 | barbed blade that inflicts vicous wounds but can get stuck in the victum | s | 3-10 | 1d8+2 | Stealthy; Thrown -1; If rolling max damage gets stuck in target, strength test to pull free inflicting its damage again | 13 |
Cleaver | Knife | 39.70 | large chopping blade | s | 2-9 | 1d8+1 | Stealthy; Thrown -2; Cleaving +5% | 14 |
Trident | Polearm | 109.10 | short pole with 3 prong fork | l | 3-12 | 1d10+2 | Ward-off; Thrown; Parry, Disarm | 1 |
Polehammer | Polearm | 114.10 | medium pole w/ small hammer head | l | 3-13 | 2d6+1 | Ward-off; Reach 1; Crushing Blow 1; Two-Handed | 6 |
Bill-Hook | Polearm | 121.10 | long pole w/ blade w/ hook on 1 side | l | 2-13 | 1d12+1 | Ward-off; Reach 2; Dismount (15%); Two-Handed | 3 |
Pike | Polearm | 122.90 | very long pole with a narrow metal head, where back end is typically set in the groudn to defend against charging opponents | l | 1-10 | 1d10 | Ward-off; Reach 3; Impale; Shield; Two-Handed | 2 |
Partisan | Polearm | 127.20 | pole with sword-like blade on end | l | 2-14 | 1d12+2 | Ward-off; Reach 2; Impale; Two-Handed | 4 |
War Scythe | Polearm | 129.70 | long pole w/ extended scythe blade | l | 3-16 | 1d8+2d4 | Ward-off; Reach 2; Two-Handed | 8 |
Great Spear | Polearm | 134.80 | medium pole with heavy metal head | l | 2-16 | 2d8 | Ward-off; Reach 1; Thrown -4; Shield; Two-Handed | 5 |
Warfork | Polearm | 136.70 | long w/ multiple needle like heads | l | 3-14 | 1d12+2 | Ward-off; Reach 2; Parry, Disarm; Two-Handed | 7 |
Poleaxe | Polearm | 153.10 | long pole weapon with axe blade affixed to the top | l | 4-17 | 1d8+2d4+1 | Ward-off; Reach 2; Cleaving 5%; Two-Handed | 9 |
Naginata | Polearm | 157.80 | long pole weapon with a katana-like blade affixed to the top | l | 4-19 | 1d10+2d4+1 | Ward-off; Reach 2; Graceful +5; Two-Handed | 11 |
Jousting Lance | Polearm | 158.40 | weaker riding lance with a built it gaurd that adds to block chance | xl | 1-20 | 1d20 | Clumsy -15; Reach 3; Riding +15/0; Charge +5/+1; Shield, Block +1; Two-Handed; can only be used while mounted | 17 |
Bardiche | Polearm | 162.50 | medium pole with large axe head | l | 4-18 | 1d10+1d6+2 | Ward-off; Reach 1; Cleaving 10%; Two-Handed | 10 |
Glaive | Polearm | 173.40 | medium pole heavy blade fitted on top | l | 5-22 | 1d12+2d4+2 | Ward-off; Reach 1; Cleaving 5%; Two-Handed | 13 |
Halberd | Polearm | 187.30 | medium pole w/ elaborate axe head | l | 5-20 | 1d10+2d4+2 | Ward-off; Reach 1; Cleaving 5%; Dismount 12%; Impale; Two-Handed | 12 |
Riding Lance | Polearm | 190.10 | very long, heavy, tapered spear design for mounted combat | xl | 2-22 | 1d12+1d10 | Clumsy -10; Reach 3; Riding +10/0; Charge +10/+2; Shield; Armor Piercing -10; Two-Handed; can only be used while mounted | 15 |
Foot Lance | Polearm | 193.10 | shorter and stiffer heavy pike, ideal for charging | xl | 1-20 | 1d20 | Clumsy -5; Reach 2; Charge +10/+2; Shield; Armor Piercing -5; Two-Handed | 14 |
Cavalry Lance | Polearm | 207.20 | heavyier version of riding lance | xl | 3-25 | 1d20+1d4+1 | Clumsy -15; Reach 3; Riding +15/0; Charge +10/+2; Shield; Armor Piercing -10; Two-Handed; can only be used while mounted | 16 |
Primitive Arrow/Dart | Primitive | 0.01 | sharp stick or stone head | s | base Damage | as weapon | Ammo for 20; Clumsy -5; Primitive | 15 |
Bark Shield | Primitive | 0.05 | made from part of a hollowed out tree | m | n/a | no | Block +1; damaged if Blocking more than 10 damage, Primitive | 16 |
Knuckle Wrap | Primitive | 0.07 | rawhide strips | s | 1-2 | 1d2 | Paired; Fist-Mounted, Primitive, upgrades unskilled punch attacks to 1d2 damage and increases focus fist skills by d2 (i.e. 1d2 becomes 1d4, 1d4 becomes 1d6, etc...) | 2 |
Atlatl | Primitive | 0.08 | wooden throwing lever | m | +2 to thrown spear | as weapon | Primitive, Grants +50% range and +2 damage to any thrown spear or javelin | 9 |
Primitive Knife | Primitive | 0.08 | flint/obsidian/bone blade | s | 1-2 | 1d2 | Stealthy; Thrown +2; Primitive | 1 |
Bone Hide Shield | Primitive | 0.10 | a frame made from bones with hide stretched over it | m | n/a | no | Block +2; damaged if Blocking more than 5 damage, Primitive | 17 |
Club | Primitive | 0.13 | slightly modified heavy stick/log | m | 1-3 | 1d3 | Stun 10%; Clumsy -5, Primitive | 3 |
Blow Pipe | Primitive | 0.16 | bamboo tube with feathered darts | s | 1-4 | 1d4 | Ranged 20"; Stealthy; Primitive | 13 |
Walking Stick | Primitive | 0.18 | rough, short and strudy stick | m | 1-3 | 1d3 | Stun 10%; Primitive | 11 |
Stone Club | Primitive | 0.26 | wooden handle with stone head lashed to it | m | 2-5 | 1d4+1 | Stun 5%; Crushing Blow 1; Primitive | 4 |
Hooked Club | Primitive | 0.34 | natural or carved hook, hits harder | m | 1-6 | 1d6 | Stun 15%; Crushing Blow 1; Primitive | 5 |
Flatbow | Primitive | 0.34 | flat tapered bow, aborginal style | m | 1-6 | 1d6 | Ranged 35"; Primitive | 14 |
Stone Axe | Primitive | 0.39 | short wooden handle with a stone axe head lashed to it | m | 1-8 | 1d8 | Cleaving 5%; Crushing Blow 1; Clumsy -5, Primitive | 7 |
Maquahuitl | Primitive | 0.44 | wooden rod with stone/obsidian blades fitted along its edges | m | 2-8 | 2d4 | Cleaving 5%; Primitive | 8 |
Primitive Spear | Primitive | 0.46 | short wooden pole with a sharpened heat hardened point | m | 1-8 | 1d6 (2H: 1d8) | Ward-off; Thrown +2; Versatile, Primitive | 10 |
Gnarled Staff | Primitive | 0.50 | staff of natural wood, usually a root | l | 1-6 | 1d6 | Stun 14%; Ward-off; Two-Handed, Primitive | 12 |
Great Club | Primitive | 1.26 | very large wooden club | xl | 4-17 | 2d6+1d4+1 | Stun 10%; Crushing Blow 2; Clumsy -5, Overpowering -2, Two-handed, Primitive | 6 |
Stone (small) | Primitive | 0.00 | small rock | s | 1-2 | 1d2 | Thrown +5; Clumsy -5 melee, can be used in a sling, Primitive | 0 |
Stone (medium) | Primitive | 0.00 | fist sized rock | m | 1-4 | 1d4 | Thrown; Stun 5%; Clumsy -5 melee, Primitive | 0 |
Stone (large) | Primitive | 0.00 | large rock | l | 2-8 | 2d4 | Thrown -5; Stun 10%; cannot be used in melee, Primitive | 0 |
Stone (x-large) | Primitive | 0.00 | small boulder | xl | 4-16 | 4d4 | Thrown -10; Stun 15%; 2-handed, cannot be used in melee, Primitive | 0 |
Stick Weapon | Primitive | 0.00 | heavy or sharpened peice of wood | m | 1-2 | 1d2 | Clumsy -5, Primitive | 0 |
Buckler | Shield | 31.50 | fist mounted metal shield | m | 1-4 | 1d4 | Shield blow 8%; Block +1; Fist-Mounted | 1 |
Round Shield | Shield | 32.50 | medium sized round metal & wood shield | m | 1-4 | 1d4 | Shield blow 5%; Block +2 | 3 |
Shield Blade | Shield | 41.80 | forearm mounted plate with offensive spikes or bladed edges | m | 1-8 | 1d8 | Shield blow 0%; Block +1 | 2 |
Parma | Shield | 47.40 | oval shaped metal & wood shield | l | 1-4 | 1d4 | Shield blow 5%; Block +3 | 4 |
Targe | Shield | 53.60 | round, metal center, layered wood | l | 1-4 | 1d4 | Shield blow 4%; Block +4 | 5 |
Heater Shield | Shield | 61.20 | typical heraldic type shield | l | 1-4 | 1d4 | Shield blow 5%; Block +5 | 7 |
Aspis | Shield | 72.20 | large deeply dished, wood w/ metal rim | l | 2-7 | 1d6+1 | Shield blow 5%; Block +4 | 6 |
Kite Shield | Shield | 79.20 | wide at top tapering down 2 point | xl | 1-5 | 1d5 | Shield blow 4%; Block +6; Clumsy -5 | 8 |
Tower Shield | Shield | 93.20 | large rectangular shield | xl | 1-6 | 1d6 | Shield blow 3%; Block +8; Clumsy -10 | 9 |
Scutum | Shield | 100.70 | tall, half-cylinder | xl | 1-6 | 1d6 | Shield blow 2%; Block +9; Clumsy -10 | 10 |
Pavise | Shield | 107.30 | very large, 2 hands, can hide behind | xl | n/a | no | Block +13; Two-Handed; Can be used as portable cover and for hiding (breaking LoS) | 11 |
Short Bow | Simple | 42.90 | small and compact bow | m | 1-8 | 1d8 | Ranged 30"; Two-Handed | 1 |
Hand Crossbow | Simple | 12.80 | wood bow pulled by hand | m | 1-8 | 1d8 | Reload-Ranged 25"; Armor Piercing -5; Two-Handed | 1 |
Cestus | Simple | 2.20 | leather wraps with metal settings | s | 1-2 | 1d2 | Paired; upgrades unskilled punch attacks to 1d2 damage and increases focus fist skills by d2 (i.e. 1d2 becomes 1d4, 1d4 becomes 1d6, etc...) | 1 |
Shiv | Simple | 0.40 | little more than sharp piece of metal | s | 1-2 | 1d2 | Stealthy; Thrown +1; Clumsy -5, Simple | 4 |
Riding Crop | Simple | 1.40 | very short and stiff leather whip, often used when riding | s | 1-3 | 1d3 | Stun 10%; can increase mount speed by +1 if inflicting damage on it | 29 |
Sickle | Simple | 1.70 | single-handed agricultural tool designed with variously curved blades and typically used for harvesting or reaping crops, or in a pinch can be used as a reasonably deadly weapon | s | 2-5 | 1d4+1 | Simple | 19 |
Wicker Shield | Simple | 1.70 | small, made from dense layered wicker | m | 1-2 | 1d2 | Shield blow 2%; Block +1; damaged if Blocking more than 5 damage, Simple | 25 |
Mallet | Simple | 1.70 | wide wooden short handled hammer | s | 2-4 | 2d2 | Stun 7%; Crushing Blow 1; Simple | 8 |
Rod | Simple | 1.80 | thin crafted rod of wood or metal | s | 1-4 | 1d4 | Stun 15%; Simple | 1 |
Cane | Simple | 2.70 | polished walking stick, often w/ hook | m | 2-5 | 1d4+1 | Stun 10%; Simple | 18 |
Baton | Simple | 2.30 | heavier strikign end, tapered toward handle, designed to incapacitate | s | 1-5 | 1d5 | Stun 20%; Simple | 2 |
Smiths Hammer | Simple | 2.40 | metal head short handled hammer | s | 3-6 | 1d4+2 | Stun 8%; Crushing Blow 1; can be used for Blacksmithing, Simple | 9 |
Boomerang | Simple | 3.40 | Thrown, has chance to return | s | 1-6 | 1d6 | Stun 20%; Thrown +5; chance to return (agilityX5%), Simple | 3 |
Wooden Shield | Simple | 3.40 | crude, wood planks, many shapes | l | 1-3 | 1d3 | Shield blow 3%; Block +2; damaged if Blocking more than 10 damage, Simple | 26 |
Machete | Simple | 3.50 | short single edge chopping blade | m | 1-6 | 1d6 | Cleaving 5%; Simple | 5 |
Tortoise Shield | Simple | 3.60 | made from a large tortoise shell | l | 1-3 | 1d3 | Shield blow 6%; Block +3; Clumsy -5, Simple | 27 |
Hatchet | Simple | 3.60 | small one-handed utility axe | s | 1-8 | 1d8 | Cleaving 5%; Thrown +1; Simple | 12 |
Long Handled Tools | Simple | 3.90 | shovel, pitchfork, rake, scythe, etc... | l | 1-4 | 1d4 | Reach 1; Ward-off; Two-handed, Simple | 21 |
Sling | Simple | 3.90 | strip of leather designed to fling stones | s | 1-8 | 1d8 | Stun 15%; Ranged 30"; Stun chance applies to projectiles as well, Simple | 23 |
Javelin | Simple | 4.00 | short and light weight spear designed for throwing | m | 1-8 | 1d8 | Thrown +10; Simple | 14 |
Throwing Net | Simple | 5.00 | weighted rope netting thrown to disable opponents | m | 0 | n/a | Thrown; Simple; Throw as an instant. If target fails a Dodge test they treated as immbolized until passing a strength test. No effect on Huge sized targets or larger. Allies can cut the net loose if in base contact but requires an instant or an off-hand action | 17 |
Shepards Hook | Simple | 7.10 | long with crook or hook on end | l | 2-8 | 2d4 | Stun 13%; Ward-off; Two-handed, Dismount 10%, Simple | 22 |
Spear | Simple | 7.20 | medium sized wooden pole with a simple metal head | m | 2-11 | 1d8+1 (2H 1d10+1) | Ward-off; Thrown +4; Impale; Versatile, Simple | 16 |
Woodsman Axe | Simple | 7.80 | standard wood cutting axe | l | 1-12 | 1d10 (2H: 1d10+2) | Cleaving 5%; Clumsy -5; Versatile (2H: remove Clumsy, Overpowering -1), Simple | 13 |
Banded Club | Simple | 8.70 | simple wooden club with bands of metal attached to the strking end | l | 2-12 | 2d4 (2H: 3d4) | Stun 20%; Crushing Blow 1; Versatile (2H: Crushing Blow 2, Overpowering -1), Simple | 6 |
Spiked Club | Simple | 9.00 | simple wooden club with spikes driven through the striking end | l | 2-14 | 1d6+1d4 (2H: 1d6+2d4) | Stun 10%; Versatile (2H: Armor Piercing -5, Overpowering -1), Simple | 7 |
Sledge | Simple | 9.40 | ams length wooden handle with a broad head, used mostly for driving stakes or other such labour, but can be used as a crude but effective bludgeoning weapon in a pinch | l | 3-15 | 2d4+1 (2H: +1d6) | Stun 8%; Crushing Blow 1; Clumsy -5; Versatile (2H: remove Clumsy, Crushing Blow 3, Overpowering -2), Simple | 10 |
Maul | Simple | 11.00 | long hammer w/ heavy stone/lead head | xl | 4-18 | 2d8+2 | Stun 7%; Crushing Blow 4; Clumsy -10, Two-Handed, Simple | 30 |
Punch/Kick/Hit | Simple | 0.00 | basic untrained unarmed attack | n/a | 1 | 1 | once/round only, punch dam can be increased by using Fist Weapons, Simple | 0 |
Blunt Object | Simple | 0.00 | rolling pin, fry-pan, etc... | n/a | 1-2 | 1d2 | Thrown; Simple | 0 |
Snake Whip | Simple | 15.20 | short leather cord with no handle | m | 2-5 | 1d4+1 | Reach 2; Entangle | 2 |
Shillelagh | Staff | 35.50 | short cane designed for fighting | m | 1-6 | 1d6 | Stun 11%; Graceful +5 | 1 |
Polished Staff | Staff | 50.00 | polished staff of natural wood/root | l | 1-6 | 1d6 | Stun 14%; Ward-off; Two-Handed | 2 |
Sling Staff | Staff | 60.80 | sling on end of medium sized staff | l | 1-8 | 1d8 | Stun 15%; Ranged 20"; Two-Handed; Stun chance applies to projectiles as well | 11 |
Short Staff | Staff | 64.80 | chest level, 4-5 feet | l | 2-8 | 2d4 | Stun 15%; Ward-off; Two-Handed | 3 |
Quarter Staff | Staff | 78.10 | head level, 6-9 feet | l | 2-10 | 1d4+1d6 | Stun 16%; Ward-off; Two-Handed | 4 |
Sansetsukon | Staff | 83.80 | 3 piece staff connected by chain/rope | l | 2-12 | 2d6 | Stun 19%; Entangle; Clumsy -5; Two-Handed | 10 |
Long Staff | Staff | 91.40 | well above head level, 10-12 feet | l | 2-12 | 2d6 | Stun 17%; Ward-off; Two-Handed | 5 |
Bladed Staff | Staff | 122.00 | med length, small blades on each end | l | 3-15 | 1d8+1d6+1 | Stun 16%; Ward-off; Impale; Two-Handed | 8 |
Spiked Staff | Staff | 122.70 | med length, small spikes on ends | l | 3-17 | 2d8+1 | Stun 15%; Ward-off; Two-Handed | 9 |
Banded Staff | Staff | 131.30 | med length, metal bands on each end | l | 3-15 | 1d8+1d6+1 | Stun 22%; Ward-off; Crushing Blow 2; Two-Handed | 7 |
Metal Staff | Staff | 136.70 | med length, made of metal | l | 3-13 | 2d6+1 | Stun 20%; Ward-off; Parry +2; Two-Handed | 6 |
Grand Staff | Staff | 140.20 | large decoritive/magical ornament | xl | 2-12 | 2d6 | Stun 15%; Ward-off; Two-Handed; can have an enchanted trinket inserted (basically double enchant) | 12 |
Seax | Sword | 40.50 | short single straight edge, no cross guard | m | 1-8 | 1d8 | Parry | 1 |
Falchion | Sword | 42.50 | short, wide, single edge w/ cross guard | m | 3-8 | 1d6+2 | Parry | 2 |
Xiphos | Sword | 45.50 | short leaf-blade, graceful | m | 1-8 | 1d8 | Parry; Graceful +5 | 5 |
Katzbalger | Sword | 48.00 | straight, double edge, large cross guard | m | 1-8 | 1d8 | Parry +1 | 3 |
Gladius | Sword | 48.50 | short thrusting, lower Parry | m | 1-10 | 1d10 | Parry | 6 |
Cutlass | Sword | 49.00 | short, single edge, usually curved | m | 2-8 | 2d4 | Parry +1 | 4 |
Smallsword | Sword | 52.50 | lighter than rapier | m | 1-6 | 1d6 | Parry +2; Graceful +5 | 7 |
Khopesh | Sword | 56.50 | egyptian style sickle-sword | m | 2-10 | 1d8+2 | Parry; Cleaving 3% | 9 |
Chokuto | Sword | 57.60 | sword concealed in cane/walking staff | m | 1-8 | 1d8 | Parry +1; treat as cane when concealed | 8 |
Butterfly Sword | Sword | 57.60 | short, wide, single edge, handguard, pair | m | 1-8 | 1d8 | Parry +1; Paired | 11 |
Wakizashi | Sword | 74.50 | japanese style, short | m | 2-10 | 1d6+1d4 | Parry +2; Graceful +10 | 10 |
Shamshir | Sword | 76.30 | thin heavily curved blade | l | 2-11 | 1d10+1 | Parry +1 | 12 |
Large Seax | Sword | 77.50 | large single straight edge, no cross guard | l | 3-12 | 1d10+2 | Parry +1 | 13 |
Spatha | Sword | 80.00 | large pommel, larger gladius, classic "viking" sword | l | 1-12 | 1d12 | Parry +1 | 14 |
Sabre | Sword | 81.30 | long, single edge, slightly curved | l | 2-12 | 2d6 | Parry +1 | 16 |
Scimitar | Sword | 82.50 | wide heavily curved blade | l | 3-11 | 1d6+1d4+1 | Parry +1 | 15 |
Side Sword | Sword | 89.40 | tapered, double edge, cruciform | l | 1-12 | 1d12 | Parry +2 | 17 |
Broad Sword | Sword | 103.10 | straight, double edge, basket hilted sword | l | 2-12 | 1d8+1d4 | Parry +2; Armor +1 | 18 |
Arming Sword | Sword | 105.00 | straight, double edged blade, cruciform, knightly | l | 2-13 | 1d12+1 | Parry +3 | 20 |
Rapier | Sword | 110.00 | light/thin blade, excellent Parry | l | 1-8 | 1d8 | Parry +5; Graceful +10 | 19 |
Flamberge | Sword | 112.50 | large crossguard and heavy blade designed with a wavy edge to disrupt enemy grip when parrying | l | 3-13 | 1d8+1d4+1 | Parry +3; Disarm | 21 |
Warbrand | Sword | 123.80 | heavy, single-edged blade with little or no crossguard, ideal for chopping | l | 2-17 | 1d8+1d6 (2H: 1d10+1d6+1) | Parry +1; Clumsy -5; Cleaving +5%; Versatile (remove Clumsy, Overpowering -3) | 22 |
Estoc | Sword | 127.90 | very stiff tapered thrusting blade with no cutting edge, can be wielded in one or two hands | l | 2-14 | 2d6 (2H: 1d8+1d6) | Parry +3; Armor Piercing -5; Versatile (2H: Overpowering -3, Armor Piercing -10) | 24 |
Longsword | Sword | 132.00 | "hand and a half" cruciform (can be wielded in one or two hands) | l | 2-16 | 1d10+1d4 (2H: 1d10+1d6) | Parry +3; Versatile (Overpowering -3) | 23 |
Katana | Sword | 151.90 | classic japanese style blade, can be wielded in one or two hands | l | 3-15 | 1d8+1d4+1 (2H: 1d8+1d6+1) | Parry +4; Graceful +10; Versatile (Graceful +5, Overpowering -3) | 25 |
Greatsword | Sword | 189.80 | standard cruciform 2-handed sword | xl | 4-20 | 1d12+1d6+2 | Parry +2; Overpowering -4; Two-Handed | 28 |
Claymore | Sword | 192.80 | lighter two-handed sword with forward sloping crossguard and quillons | xl | 4-18 | 1d12+1d4+2 | Parry +2; Overpowering -4; Charge +5/+1; Two-Handed | 26 |
Great Flamberge | Sword | 192.80 | larger and heavier version of a Flamberge | xl | 5-19 | 1d10+1d6+3 | Parry +2; Overpowering -4; Disarm; Two-Handed | 27 |
Nodachi | Sword | 204.00 | classic japanese style two-handed blade | xl | 5-19 | 1d12+1d4+3 | Parry +3; Overpowering -4; Two-Handed; Graceful +5 | 29 |
Zwiehander | Sword | 204.80 | very large cruciform two-handed sword | xl | 5-21 | 1d12+1d6+3 | Parry +2; Overpowering -5; Two-Handed | 30 |
Minor "" Wand | Wand | 14.00 | varies by design, constructed from light metals, soft woods and/or common stones/materials | s | 1-4 | 1d4 | Wand 10"; Enchant Rank 1; spirit crafting/enchants only | 1 |
Improved "" Wand | Wand | 36.30 | varies by design, constructed from heavy metals, hard woods and/or rare stones/materials | s | 2-5 | 1d4+1 | Wand 10"; Enchant Rank 2; spirit crafting/enchants only | 2 |
Greater "" Wand | Wand | 61.90 | varies by design, constructed from semi-precious metals/materials and/or common gemstones | s | 1-6 | 1d6 | Wand 10"; Enchant Rank 3; spirit crafting/enchants only | 3 |
Superior "" Wand | Wand | 99.00 | varies by design, constructed from precious metals/materials and/or semi-precious gemstones | s | 2-7 | 1d6+1 | Wand 10"; Enchant Rank 4; spirit crafting/enchants only | 4 |
Matchless "" Wand | Wand | 136.10 | varies by design, constructed from heavenly metals and/or precious gemstones | s | 1-8 | 1d8 | Wand 10"; Enchant Rank 5; spirit crafting/enchants only | 5 |
Stock Whip | Whip | 69.00 | single leather thong | m | 2-5 | 1d4+1 | Reach 4; Entangle +2 | 3 |
Braided Whip | Whip | 78.30 | braided leather | m | 2-7 | 1d6+1 | Reach 4; Entangle +3 | 4 |
Barbed Whip | Whip | 87.80 | leather w/ sharp metal braided in | m | 2-10 | 1d4+1d6 | Reach 4; Entangle +1 | 5 |
Scourge | Whip | 91.30 | whip with multiple thongs, cat-o-nine | l | 4-12 | 1d4+1d6+2 | Reach 2; Entangle -2; Clumsy -5 | 7 |
Chain Whip | Whip | 101.60 | chain instead of leather | l | 3-12 | 1d10+2 | Reach 3; Entangle -1; Clumsy -5 | 6 |
Bull Whip | Whip | 113.10 | extremely long whip | l | 2-9 | 1d8+1 | Reach 5; Entangle +4; Clumsy -5 | 8 |