- 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. 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.
- 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)
Fist Weapons
Fist weapons (sometimes referred to as Fist-Mounted) do not require any kind of Weapon Proficiency to wield in combat and around 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 can be dual wielded without having the appropriate Secondary Skill, but are still sold as a single item. Therefore 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 used as a pair treat them as a single weapon for both the costs and effects of any enchants or craftings. If another item is equipped in a free hand that has a fist weapon attached to it, the enchants and craftings 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 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. They are ideally suited to for Dual Wield applications and are typically sold in sets of two, and therefore pricing is for a pair. If necessary divide prices by two for buying or selling a single weapon. All Hand Weapons can be dual wielded without having the Dual Wield Secondary Skill, provided they are use as a matching pair 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.
Full Weapon List
Weapon | Type | Cost | Description | Size | Damage | Damage Dice | Attributes | Loot # |
---|---|---|---|---|---|---|---|---|
Stone (small) | Primitive | n/a | small rock | s | 1-2 | 1d2 | Thrown (str+5); Clumsy-melee (-5 hit), can be used in a sling, Primitive | n/a |
Stone (medium) | Primitive | n/a | fist sized rock | m | 1-4 | 1d4 | Thrown (str); Stun (5%); Clumsy-melee (-5 hit), Primitive | n/a |
Stone (large) | Primitive | n/a | large rock | l | 2-8 | 2d4 | Thrown (str-5); Stun (10%); cannot be used in melee, Primitive | n/a |
Stone (x-large) | Primitive | n/a | small boulder | xl | 4-16 | 4d4 | Thrown (str-10); Stun (15%); 2-handed, cannot be used in melee, Primitive | n/a |
Stick Weapon | Primitive | n/a | heavy or sharpened peice of wood | m | 1-2 | 1d2 | Clumsy (-5 hit), Primitive | n/a |
Primative Knife | Primitive | 0.08 | flint/obsidian/bone blade | s | 1-2 | 1d2 | Stealthy (1); Thrown (str+2); Primitive | 1 |
Knuckle Wrap | Primitive | 0.04 | rawhide strips | s | +1 to unarmed attacks | unarmed +1 | Paired; Fist-Mounted, Primitive | 2 |
Club | Primitive | 0.13 | slightly modified heavy stick/log | m | 1-3 | 1d3 | Stun (10%); Clumsy (-5 hit), Primitive | 3 |
Stone Club | Primitive | 0.26 | wooden handle with stone head | 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 |
Massive Club | Primitive | 1.11 | very large wooden club | xl | 4-17 | 2d6+1d4+1 | Stun (10%); Crushing Blow (2); Clumsy (-5 hit), Two-handed, Primitive | 6 |
Stone Axe | Primitive | 0.39 | short axe with stone head | m | 1-8 | 1d8 | Cleaving (5%); Crushing Blow (1); Clumsy (-5 hit), Primitive | 7 |
Maquahuitl | Primitive | 0.44 | wooden rod w/ stone blades on edges | m | 2-8 | 2d4 | Cleaving (5%); Primitive | 8 |
Primative Spear | Primitive | 0.46 | short wooden pole, sharpened end | m | 1-8 | 1d6 (2H: 1d8) | Ward-off; Thrown (str+2); Versatile, Primitive | 9 |
Walking Stick | Primitive | 0.18 | rough, short and strudy stick | m | 1-3 | 1d3 | Stun (10%); 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 | 11 |
Blow Pipe | Primitive | 0.15 | bamboo tube with feathered darts | s | 1-4 | 1d4 | Ranged (20); Primitive | 12 |
Flatbow | Primitive | 0.34 | flat tapered bow, aborginal style | m | 1-6 | 1d6 | Ranged (35); Primitive | 13 |
Primative Arrow/Dart | Primitive | 0.00 | sharp stick or stone head | s | base Damage | as weapon | Ammo (for 20); Clumsy (-5); Primitive (raw materials found in the wild) | 14 |
Bark Shield | Primitive | 0.05 | made from part of a hollowed out tree | m | n/a | no | Block (5%); damaged if Blocking more than 10 damage, Primitive | 15 |
Bone Hide Shield | Primitive | 0.10 | crude, made from bones & hides | m | n/a | no | Block (10%); damaged if Blocking more than 5 damage, Primitive | 16 |
Punch/Kick/Hit | Simple | n/a | basic untrained unarmed attack | n/a | 1 | 1 | once/round only, punch dam can be increased by using Fist Weapons, Simple | n/a |
Blunt Object | Simple | n/a | rolling pin, fry-pan, etc... | n/a | 1-2 | 1d2 | Thrown (str); Simple | n/a |
Rod | Simple | 1.9 | thin crafted rod of wood or metal | s | 1-4 | 1d4 | Stun (17%); Simple | 1 |
Baton | Simple | 2.3 | heavier, tapered toward handle | s | 1-5 | 1d5 | Stun (19%); Simple | 2 |
Boomerang | Simple | 3.4 | Thrown, has chance to return | s | 1-6 | 1d6 | Stun (20%); Thrown (str+5); chance to return (agilityX5%), Simple | 3 |
Shiv | Simple | 0.4 | little more than sharp piece of metal | s | 1-2 | 1d2 | Stealthy (1); Thrown (str+1); Clumsy (-5 hit), Simple | 4 |
Machete | Simple | 3.5 | short single edge chopping blade | m | 1-6 | 1d6 | Cleaving (5%); Simple | 5 |
Banded Club | Simple | 8.4 | 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), Simple | 6 |
Spiked Club | Simple | 8.7 | 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), Simple | 7 |
Mallet | Simple | 1.7 | wide wooden short handled hammer | s | 2-4 | 2d2 | Stun (7%); Crushing Blow (1); Simple | 8 |
Smiths Hammer | Simple | 2.4 | metal head short handled hammer | s | 3-6 | 1d4+2 | Stun (8%); Crushing Blow (1); can be used for Blacksmithing, Simple | 9 |
Sledge | Simple | 8.7 | 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 effecitve bludgeoning weapon in a pinch | l | 3-15 | 2d4+1 (2H: +1d6) | Stun (8%); Crushing Blow (1); Clumsy (-5 hit); Versatile (2H: remove Clumsy, Crushing Blow 3), Simple | 10 |
Maul | Simple | 11.8 | long hammer w/ heavy stone/lead head | xl | 4-18 | 2d8+2 | Stun (7%); Crushing Blow (4); Clumsy (-5), Two-Handed, Simple | 11 |
Hatchet | Simple | 3.6 | small one-handed utility axe | s | 1-8 | 1d8 | Cleaving (5%); Thrown (str+1); Simple | 12 |
Woodsman Axe | Simple | 7.4 | standard wood cutting axe | l | 1-12 | 1d10 (2H: 1d10+2) | Cleaving (5%); Clumsy (-5 hit); Versatile (2H: remove Clumsy), Simple | 13 |
Javelin | Simple | 4.0 | short and light weight spear designed for throwing | m | 1-8 | 1d8 | Thrown (str+10); Simple | 14 |
Spear | Simple | 7.2 | medium sized wooden pole with a simple metal head | m | 2-11 | 1d8+1 (2H 1d10+1) | Ward-off; Thrown (str+4); Impale; Versatile, Simple | 15 |
Cane | Simple | 2.2 | polished walking stick, often w/ hook | m | 1-4 | 1d4 | Stun (10%); Simple | 16 |
Sickle | Simple | 1.7 | 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 | 17 |
Long Handled Tools | Simple | 3.9 | shovel, pitchfork, rake, scythe, etc... | l | 1-4 | 1d4 | Reach (1); Ward-off; Two-handed, Simple | 18 |
Shepards Hook | Simple | 7.1 | long with crook or hook on end | l | 2-8 | 2d4 | Stun (13%); Ward-off; Two-handed, Dismount (10%), Simple | 19 |
Sling | Simple | 39.5 | strip of leather designed to fling stones | s | 1-8 | 1d8 | Stun (15%); Ranged (30); Stun chance applies to projectiles as well, Simple | 20 |
Wicker Shield | Simple | 5.0 | small, made from dense layered wicker | m | 1-2 | 1d2 | Shield blow (2%); Block (5%); damaged if Blocking more than 5 damage, Simple | 21 |
Wooden Shield | Simple | 10.1 | crude, wood planks, many shapes | l | 1-3 | 1d3 | Shield blow (3%); Block (10%); damaged if Blocking more than 10 damage, Simple | 21 |
Tortoise Shield | Simple | 10.7 | made from a large tortoise shell | l | 1-3 | 1d3 | Shield blow (6%); Block (15%); Clumsy (-5 hit), Simple | 22 |
Cestus | Fist | 4.1 | leather wraps w/ metal settings | s | +1 to unarmed attacks | unarmed +1 | Paired | 1 |
Spiked Knucle | Fist | 8.3 | metal spikes fitted over hand armour | s | +2 to unarmed attacks | unarmed +2 | Paired | 2 |
Brass Knuckle | Fist | 10.3 | fitted metal band | s | +2 to unarmed attacks | unarmed +2 | Paired; Stun (5%) | 3 |
Wedge Knuckle | Fist | 16.5 | sharp wedges/ridges along the knuckles | s | +2 to unarmed attacks | unarmed +2 | Paired; Cleaving (5%) | 4 |
Needle Knuckle | Fist | 12.4 | fitted metal band with a single long needle | s | +2 to unarmed attacks | unarmed +2 | Paired; armor peircing (-5) | 5 |
Bladed Knuckle | Fist | 12.4 | small knife-like blade b/w each knuckle | s | +3 to unarmed attacks | unarmed +3 | Paired | 6 |
Golem Knuckle | Fist | 14.4 | heavy bulbous/bulky metal settings | s | +3 to unarmed attacks | unarmed +3 | Paired; Stun (5%) | 7 |
Sgian-Dubh | Knife | 12.4 | short, single edged concealed blade | s | 1-3 | 1d3 | Stealthy (2); Thrown (str) | 1 |
Dagger | Knife | 15.0 | basic two-edge | s | 1-4 | 1d4 | Stealthy (1); Thrown (str+1) | 2 |
Hunting Knife | Knife | 18.5 | basic one-edge | s | 1-5 | 1d5 | Stealthy (1); Thrown (str+2) | 3 |
Kris | Knife | 19.0 | wavy blade | s | 2-5 | 1d4+1 | Stealthy (1); Thrown (str) | 4 |
Parrying Knife | Knife | 20.8 | long heavy heavy blade | s | 1-4 | 1d4 | Stealthy (1); Thrown (str-1); Parry (5%) | 5 |
Pugio | Knife | 21.5 | short wide blade | s | 1-6 | 1d6 | Stealthy (1); Thrown (str) | 6 |
Stiletto | Knife | 24.8 | long thin, stabbing | s | 1-6 | 1d6 | Stealthy (2); Thrown (str); Armor Piercing (-3) | 7 |
Rondel | Knife | 26.4 | stiff stabbing/cutting blade | s | 2-7 | 1d6+1 | Stealthy (2); Thrown (str) | 8 |
Poignard | Knife | 26.7 | long tapered blade, wide guard | s | 1-4 | 1d4 | Stealthy (1); Thrown (str-2); Parry (10%) | 9 |
Dirk | Knife | 31.8 | long thrusting dagger w/ small guard | s | 1-8 | 1d8 | Stealthy (1); Thrown (str); Parry (3%) | 10 |
Kukri | Knife | 32.5 | hooked blade, slashing | s | 2-9 | 1d8+1 | Stealthy (1); Thrown (str+1) | 11 |
Tanto | Knife | 34.5 | japanese style single edge knife | s | 1-8 | 1d8 | Stealthy (2); Thrown (str+5); Graceful (+5 hit) | 12 |
Gutripper | Knife | 35.2 | barbed blade that inflicts vicous wounds but can get stuck in the victum | s | 3-10 | 1d8+2 | Stealthy (1); Thrown (str-1); 5% chance to get stuck after damage rolled | 13 |
Cleaver | Knife | 39.7 | large chopping blade | s | 2-9 | 1d8+1 | Stealthy (1); Thrown (str-2); Cleaving (+5%) | 14 |
Throwing Knife | Knife | 2.2 | specially weight for throwing | s | 1-6 | 1d6 | Stealthy (1); Thrown (str+5); 1d2 dam in melee | 15 |
Shuriken | Knife | 3.9 | throwing stars | s | 1-10 | 1d10 | Stealthy (2); Thrown (str+10); cannot be used in melee | 16 |
Seax | Sword | 36.3 | short single straight edge, no cross guard | m | 1-8 | 1d8 | Parry (4%) | 1 |
Falchion | Sword | 44.0 | short, wide, single edge w/ cross guard | m | 3-8 | 1d6+2 | Parry (6%) | 2 |
Katzbalger | Sword | 45.0 | straight, double edge, large cross guard | m | 1-8 | 1d8 | Parry (8%) | 3 |
Cutlass | Sword | 46.0 | short, single edge, usually curved | m | 2-8 | 2d4 | Parry (8%) | 4 |
Xiphos | Sword | 48.5 | short leaf-blade, graceful | m | 1-8 | 1d8 | Parry (7%); Graceful (+5 hit) | 5 |
Gladius | Sword | 48.5 | short thrusting, lower Parry | m | 1-10 | 1d10 | Parry (5%) | 6 |
Smallsword | Sword | 52.5 | lighter than rapier | m | 1-6 | 1d6 | Parry (15%); Graceful (+5 hit) | 7 |
Chokuto | Sword | 57.6 | sword concealed in cane/walking staff | m | 1-8 | 1d8 | Parry (10%); treat as cane when concealed | 8 |
Khopesh | Sword | 58.0 | egyptian style sickle-sword | m | 2-10 | 1d8+2 | Parry (6%); Cleaving (3%) | 9 |
Wakizashi | Sword | 70.0 | japanese style, short | m | 2-10 | 1d6+1d4 | Parry (12%); Graceful (+10 hit) | 10 |
Butterfly Sword | Sword | 100.8 | short, wide, single edge, handguard, pair | m | 1-8 | 1d8 | Parry (10%); Paired; comes as a set | 11 |
Shamshir | Sword | 72.5 | thin heavily curved blade | l | 2-11 | 1d10+1 | Parry (8%) | 12 |
Large Seax | Sword | 75.6 | large single straight edge, no cross guard | l | 3-12 | 1d10+2 | Parry (9%) | 13 |
Spatha | Sword | 80.0 | large pommel, larger gladius, classic "viking" sword | l | 1-12 | 1d12 | Parry (10%) | 14 |
Scimitar | Sword | 82.5 | wide heavily curved blade | l | 3-11 | 1d6+1d4+1 | Parry (10%) | 15 |
Sabre | Sword | 85.0 | long, single edge, slightly curved | l | 2-12 | 2d6 | Parry (12%) | 16 |
Side Sword | Sword | 89.4 | tapered, double edge, cruciform | l | 1-12 | 1d12 | Parry (15%) | 17 |
Broad Sword | Sword | 90.6 | straight, double edge, basket hilt | l | 2-12 | 1d8+1d4 | Parry (15%) | 18 |
Rapier | Sword | 100.6 | light/thin blade, excellent Parry | l | 1-8 | 1d8 | Parry (25%); Graceful (+10 hit) | 19 |
Arming Sword | Sword | 101.3 | straight, double edge, cruciform, knightly | l | 2-13 | 1d12+1 | Parry (18%) | 20 |
Flamberge | Sword | 105.6 | large crossguard and heavy blade designed with a wavy edge to disrupt enemy grip when parrying | l | 3-13 | 1d8+1d4+1 | Parry (19%); if Parry, can Stun (10%) | 21 |
Warbrand | Sword | 123.8 | heavy, single-edged blade with little or no crossguard, ideal for chopping | l | 2-17 | 1d8+1d6 (2H: 1d10+1d6+1) | Parry (10%); Clumsy (-5 hit); Cleaving (+5%); Versatile (remove Clumsy, 18% Overpowering) | 22 |
Longsword | Sword | 132.0 | "hand and a half" cruciform (can be wielded in one or two hands) | l | 2-16 | 1d10+1d4 (2H: 1d10+1d6) | Parry (20%); Versatile (16% Overpowering) | 23 |
Estoc | Sword | 127.9 | 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 (20%); Armor Piercing (-5); Versatile (2H: 14% Overpowering, Armor Piercing -10) | 24 |
Katana | Sword | 145.8 | classic japanese style blade, can be wielded in one or two hands | l | 3-15 | 1d8+1d4+1 (2H: 1d8+1d6+1) | Parry (22%); Graceful (+10 hit); Versatile (Graceful +5 hit, 15% Overpowering) | 25 |
Claymore | Sword | 195.0 | lighter 2 handed cruciform | xl | 4-18 | 1d12+1d4+2 | Parry (16%); Overpowering (20%); Charge (+5/+1); Two-Handed | 26 |
Great Flamberge | Sword | 189.8 | larger and heavy version of a Flamberge | xl | 5-19 | 1d10+1d6+3 | Parry (15%); Overpowering (22%); Two-Handed; if parried, 50% enemy drops wpn (Disarm) | 27 |
Greatsword | Sword | 192.8 | standard cruciform 2 hander | xl | 4-20 | 1d12+1d6+2 | Parry (15%); Overpowering (22%); Two-Handed | 28 |
Nodachi | Sword | 199.5 | classic japanese style two-handed blade | xl | 5-19 | 1d12+1d4+3 | Parry (18%); Overpowering (20%); Two-Handed; Graceful (+5 hit) | 29 |
Zwiehander | Sword | 202.5 | massive two hander | xl | 5-21 | 1d12+1d6+3 | Parry (14%); Overpowering (25%); Two-Handed | 30 |
Nanchaku | Bludgeon | 29.1 | some disarming abilities | m | 1-6 | 1d6 | Stun (18%); Disarm (5%); Clumsy (-5) | 1 |
Jitte | Bludgeon | 67.0 | japanese, Parry and disarming rod | m | 1-5 | 1d5 | Stun (17%); Parry (15%); Disarm (15%) | 2 |
Tonfa | Bludgeon | 69.3 | side handle rod, paired | m | 1-6 | 1d6 | Stun (16%); Paired; comes as a set | 3 |
Scepter | Bludgeon | 51.4 | cross b/w mace & rod | m | 1-8 | 1d8 | Stun (11%); Crushing Blow (1); can have an enchanted trinket inserted (basically double enchant) | 4 |
Mace | Bludgeon | 47.5 | standard metal on wood shaft | m | 3-9 | 2d4+1 | Stun (15%); Crushing Blow (1) | 5 |
Stout Hammer | Bludgeon | 44.0 | 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 |
Chainmace | Bludgeon | 68.8 | ball&chain', has range like a whip | l | 3-12 | 3d4 | Reach (1); Crushing Blow (1); Clumsy (-5) | 7 |
Flail | Bludgeon | 76.3 | metal on short chain on wood shaft | l | 3-14 | 1d6+2d4 | Overpowering (10%); Crushing Blow (2); Clumsy (-10) | 8 |
Morningstar | Bludgeon | 89.4 | 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 |
Flanged Mace | Bludgeon | 101.8 | 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 |
Grandscepter | Bludgeon | 99.2 | 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 |
Warhammer | Bludgeon | 114.1 | 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%) | 12 |
Riding Hammer | Bludgeon | 112.8 | 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 |
Great Mace | Bludgeon | 116.3 | large size mace | xl | 4-17 | 2d6+1d4+1 | Stun (5%); Crushing Blow (3); Two-Handed | 14 |
Heavy Flail | Bludgeon | 160.5 | heavy or multiple heads, long shaft | xl | 5-22 | 1d8+2d6+2 | Overpowering (20%); Crushing Blow (4); Clumsy (-10); Two-Handed | 15 |
Greathammer | Bludgeon | 138.0 | large metal hammer, broad head | xl | 5-20 | 3d6+2 | Stun (6%); Crushing Blow (4); Two-Handed | 16 |
Francisca | Axe | 28.2 | metal throwing axe with an s-shaped head and no handle | s | 1-8 | 1d8 | Cleaving (5%); Thrown (str+4); Clumsy (melee only)(-10 hit) | 1 |
Tomahawk | Axe | 57.8 | light weight and agile axe with a thin head that can also be thrown | m | 2-9 | 1d8+1 | Cleaving (5%); Thrown (str); Graceful (melee only)(+5 hit) | 2 |
Hand Axe | Axe | 51.0 | small one hand combat axe | m | 1-10 | 1d10 | Cleaving (5%) | 3 |
Military Pick | Axe | 57.0 | 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 |
Hafted Axe | Axe | 75.0 | axe head extends above end of handle | l | 2-11 | 1d10+1 | Cleaving (7%) | 5 |
Cavalry Pick | Axe | 100.4 | 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 |
Battle Axe | Axe | 76.3 | med handle with standard axe head | l | 3-12 | 1d10+2 | Cleaving (5%) | 7 |
Balanced Axe | Axe | 92.5 | medium handled double bitted axe | l | 2-13 | 1d12+1 | Cleaving (10%) | 8 |
Saddle Axe | Axe | 111.4 | 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 hit); Versatile (remove Clumsy, Cleaving 10%, Riding +5/+2) | 9 |
Crescent Axe | Axe | 85.0 | elabroate inverted curve on axe blade | l | 2-14 | 1d10+1d4 | Cleaving (5%) | 10 |
Bearded Axe | Axe | 123.8 | 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%) | 11 |
Broad Axe | Axe | 123.8 | arms length handle with a massive axe blade | l | 3-18 | 1d10+1d4+1 (2H: 1d12+1d4+2) | Cleaving (10%); Clumsy (-5 hit); Versatile (remove Clumsy) | 12 |
Long Axe | Axe | 105.0 | long handled battleaxe | l | 4-15 | 1d12+3 | Cleaving (10%); Two-Handed | 13 |
Great Axe | Axe | 172.5 | massive metal axe | xl | 6-21 | 1d10+2d4+3 | Cleaving (15%); Clumsy (-5 hit); Two-Handed | 14 |
Labrys | Axe | 186.0 | large doubled bitted w/ long handle | xl | 6-22 | 1d12+2d4+2 | Cleaving (15%); Clumsy (-10 hit); Charge (+5/+1); Two-Handed | 15 |
Sai | Hand Weapons | 52.8 | can throw | s | 2-5 | 1d4+1 | Paired; Parry (5%); Thrown (str), Disarm (1%) | 1 |
Wrist Blade | Hand Weapons | 41.0 | long narrow blade strapped to wrist | s | 2-6 | 1d6 | Paired; Stealthy (1) | 2 |
Cresecent Blades | Hand Weapons | 60.5 | two interlocking crescents | s | 1-8 | 1d8 | Paired; Thrown (str+2); chance to return (agilityX4%) | 3 |
Claw | Hand Weapons | 75.6 | multiple thin blades | m | 2-7 | 1d6+1 | Paired; Parry (4%) | 4 |
Bladed Tonfa | Hand Weapons | 94.5 | sidehandle rod w/ blades | m | 1-8 | 1d8 | Paired; Parry (8%) | 5 |
Katar | Hand Weapons | 98.7 | short swordblade w/ horizontal grip | m | 2-9 | 1d8+1 | Paired; Parry (6%) | 6 |
Reaper | Hand Weapons | 114.5 | scythe blade strapped to forearm | m | 1-10 | 1d10 | Paired; Parry (9%) | 7 |
Hammer-Hand | Hand Weapons | 98.7 | large metal mass surrounding hand | m | 2-10 | 1d6+1d4 | Paired; Stun (10%); Crushing Blow (1) | 8 |
Flail-Glove | Hand Weapons | 113.4 | short chains attached to hand grip | m | 2-11 | 1d10+1 | Paired; Reach (100%) | 9 |
Hatchet-Hand | Hand Weapons | 150.2 | two axe-like heads on sides of fist | m | 3-12 | 1d10+2 | Paired; Parry (7%); Cleaving (+5%) | 10 |
Pata | Hand Weapons | 199.5 | larger swordblade built into guantlet | l | 3-12 | 1d10+2 | Paired; Parry (12%); can't wear hand armor but gives +7 armor | 11 |
Reaper-Claw | Hand Weapons | 191.6 | mutiple reaper blades | l | 3-13 | 2d6+1 | Paired; Parry (10%); Disarm (3%) | 12 |
Kama | Hand Weapons | 128.6 | sickle like blade designed as a weapon | l | 1-12 | 1d12 | Paired | 13 |
War-Sickle | Hand Weapons | 91.9 | small kama w/ weighted chain on handle | l | 1-10 | 1d10 | Paired; Reach (1); Clumsy (-8) | 14 |
Trident | Polearm | 92.8 | short pole with 3 prong fork | l | 3-12 | 1d10+2 | Ward-off; Thrown (str); Disarm(3%) | 1 |
Pike | Polearm | 122.9 | 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 |
Bill-Hook | Polearm | 121.1 | long pole w/ blade w/ hook on 1 side | l | 2-13 | 1d12+1 | Ward-off; Reach (2); Dismount (15%); Two-Handed | 3 |
Partisan | Polearm | 127.2 | pole with sword-like blade on end | l | 2-14 | 1d12+2 | Ward-off; Reach (2); Impale; Two-Handed | 4 |
Great Spear | Polearm | 134.8 | medium pole with heavy metal head | l | 2-16 | 2d8 | Ward-off; Reach (1); Thrown (str-4); Shield; Two-Handed | 5 |
Polehammer | Polearm | 114.1 | medium pole w/ small hammer head | l | 3-13 | 2d6+1 | Ward-off; Reach (1); Crushing Blow (1); Two-Handed | 6 |
Warfork | Polearm | 125.0 | long w/ multiple needle like heads | l | 3-14 | 1d12+2 | Ward-off; Reach (2); Disarm (5%); Two-Handed | 7 |
War Scythe | Polearm | 129.7 | long pole w/ extended scythe blade | l | 3-16 | 1d8+2d4 | Ward-off; Reach (2); Two-Handed | 8 |
Poleaxe | Polearm | 153.1 | long pole w/ simple axe head | l | 4-17 | 1d8+2d4+1 | Ward-off; Reach (2); Cleaving (+5%); Two-Handed | 9 |
Bardiche | Polearm | 162.5 | medium pole with large axe head | l | 4-18 | 1d10+1d6+2 | Ward-off; Reach (1); Cleaving (+10%); Two-Handed | 10 |
Naginata | Polearm | 157.8 | pole with katana on end | l | 4-19 | 1d10+2d4+1 | Ward-off; Reach (2); Graceful (+5hit); Two-Handed | 11 |
Halberd | Polearm | 187.3 | medium pole w/ elaborate axe head | l | 5-20 | 1d10+2d4+2 | Ward-off; Reach (1); Cleaving (+5%); Dismount (12%); Impale; Two-Handed | 12 |
Glaive | Polearm | 173.4 | medium pole heavy blade fitted on top | l | 5-22 | 1d12+2d4+2 | Ward-off; Reach (1); Cleaving (+5%); Two-Handed | 13 |
Foot Lance | Polearm | 193.1 | 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 |
Riding Lance | Polearm | 237.6 | very long, heavy, tapered spear | xl | 2-22 | 1d12+1d10 | Clumsy (-10); Reach (3); Riding(+10/0); Charge(+10/+2); Shield; Armor Piercing (-10); Two-Handed | 15 |
Cavalry Lance | Polearm | 259.1 | heavyier version of riding lance | xl | 3-25 | 1d20+1d4+1 | Clumsy (-20); Reach (3); Riding(+20/0); Charge(+10/+2); Shield; Armor Piercing (-10); Two-Handed | 16 |
Jousting Lance | Polearm | 222.8 | weaker lance but adds to defense | xl | 1-20 | 1d20 | Clumsy (-25); Reach (3); Riding (+25/0); Charge(+5/+1); Shield, +10 Armor; Two-Handed | 17 |
Shillelagh | Staff | 35.5 | short cane designed for fighting | m | 1-6 | 1d6 | Stun (11%); Graceful (+5) | 1 |
Polished Staff | Staff | 50.0 | polished staff of natural wood/root | l | 1-6 | 1d6 | Stun (14%); Ward-off; Two-Handed | 2 |
Short Staff | Staff | 64.8 | chest level, 4-5 feet | l | 2-8 | 2d4 | Stun (15%); Ward-off; Two-Handed | 3 |
Quarter Staff | Staff | 78.1 | head level, 6-9 feet | l | 2-10 | 1d4+1d6 | Stun (16%); Ward-off; Two-Handed | 4 |
Long Staff | Staff | 91.4 | well above head level, 10-12 feet | l | 2-12 | 2d6 | Stun (17%); Ward-off; Two-Handed | 5 |
Metal Staff | Staff | 136.7 | med length, made of metal | l | 3-13 | 2d6+1 | Stun (20%); Ward-off; Parry (15%); Two-Handed | 6 |
Banded Staff | Staff | 131.3 | med length, metal bands on each end | l | 3-15 | 1d8+1d6+1 | Stun (22%); Ward-off; Crushing Blow (2); Two-Handed | 7 |
Bladed Staff | Staff | 122.0 | med length, small blades on each end | l | 3-15 | 1d8+1d6+1 | Stun (16%); Ward-off; Impale; Two-Handed | 8 |
Spiked Staff | Staff | 122.7 | med length, small spikes on ends | l | 3-17 | 2d8+1 | Stun (15%); Ward-off; Two-Handed | 9 |
Sansetsukon | Staff | 80.6 | 3 piece staff connected by chain/rope | l | 2-12 | 2d6 | Stun (19%); Disarm (10%); Clumsy (-5 hit); Two-Handed | 10 |
Sling Staff | Staff | 60.8 | 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 |
Grand Staff | Staff | 140.2 | large decoritive/magical ornament | xl | 2-12 | 2d6 | Stun (15%); Ward-off; Two-Handed; can have an enchanted trinket inserted (basically double enchant) | 12 |
Crop | Whip | 13.5 | very short and stiff leather whip, often used when riding | s | 1-3 | 1d3 | Stun (10%) | 1 |
Snake Whip | Whip | 50.5 | short, no handle | m | 2-5 | 1d4+1 | Reach (2); Steal Weapon (50%) | 2 |
Stock Whip | Whip | 71.5 | single leather thong | m | 2-5 | 1d4+1 | Reach (4); Steal Weapon (70%) | 3 |
Braided Whip | Whip | 80.8 | braided leather | m | 2-7 | 1d6+1 | Reach (4); Steal Weapon (75%) | 4 |
Barbed Whip | Whip | 90.3 | leather w/ sharp metal braided in | m | 2-10 | 1d4+1d6 | Reach (4); Steal Weapon (65%) | 5 |
Chain Whip | Whip | 96.9 | chain instead of leather | l | 3-12 | 1d10+2 | Reach (3); Steal Weapon (30%); Clumsy (-5 hit) | 6 |
Scourge | Whip | 83.4 | whip with multiple thongs, cat-o-nine | l | 4-12 | 1d4+1d6+2 | Reach (2); Steal Weapon (15%); Clumsy (-5 hit) | 7 |
Bull Whip | Whip | 116.3 | extremely long whip | l | 2-9 | 1d8+1 | Reach (5); Steal Weapon (80%); Clumsy (-5 hit) | 8 |
Short Bow | Bow | 42.9 | small and compact bow | m | 1-8 | 1d8 | Ranged (30); Two-Handed | 1 |
Hunting Bow | Bow | 57.4 | fairly light weight | m | 1-10 | 1d10 | Ranged (40); Two-Handed | 2 |
War Bow | Bow | 85.8 | heavier, slightly larger than hunting | l | 1-12 | 1d12 | Ranged (40); Two-Handed | 3 |
Long Bow | Bow | 105.1 | standard man-sized bow | l | 2-14 | 1d10+1d4 | Ranged (45); Two-Handed | 4 |
Composite Bow | Bow | 119.6 | bow built from multiple materials | l | 2-16 | 1d12+1d4 | Ranged (45); Two-Handed | 5 |
Reflex Bow | Bow | 138.8 | precursor to the recruve, easier draw | l | 2-18 | 1d12+1d6 | Ranged (50); Two-Handed | 6 |
Recurve Bow | Bow | 153.8 | ends curve forward formore power | l | 2-20 | 1d12+1d8 | Ranged (50); Two-Handed | 7 |
Riding Bow | Bow | 116.0 | top alightly larger to maintain length | l | 2-13 | 1d12+1 | Ranged (45); Riding (+5/+1); Two-Handed | 8 |
Asymetric Bow | Bow | 98.0 | top is much larger than bottum, + rng | l | 2-13 | 1d12+1 | Ranged (60); Clumsy (-5); Two-Handed | 9 |
Fletched Arrow | Bow | 1.5 | crude arrow with feathers | s | base Damage | n/a | Ammo (stacks of 20); (standard Ammo) | 10 |
Hunting Arrow | Bow | 1.8 | narrow metal head, wood w/ feathers | s | +1 | as weapon +1 | Ammo (stacks of 20) | 11 |
War Arrow | Bow | 2.0 | heavier version of above, slight barb | s | +2 | as weapon +2 | Ammo (stacks of 20) | 12 |
Broadhead Arrow | Bow | 2.3 | wide barbed head | s | +3 | as weapon +3 | Ammo (stacks of 20) | 13 |
Razor Arrow | Bow | 3.3 | extremely sharp, superior fletching | s | +2 | as weapon +2 | Ammo (stacks of 20); Graceful (+5) | 14 |
Bodkin Arrow | Bow | 3.0 | head designed to cleave thru armor | s | +1 | as weapon +1 | Ammo (stacks of 20); Armor Piercing (-5) | 15 |
Stun Arrow | Bow | 4.0 | heavier blunt head | s | base Damage | as weapon | Ammo (stacks of 20); Stun (20%) | 16 |
Tar Arrow | Bow | 2.2 | war arrow w/ tar soaked wrap | s | +2 | as weapon +2 | Ammo (stacks of 20); flaming | 17 |
Hollow Point Arrow | Bow | 1.0 | light metal, glass, or ceramic arrow head with a hollow cavity within it, useful for dosing with potions | s | base Damage | as weapon | Ammo (stacks of 20); Clumsy (-20); can be filled with a single dose of various potions, but destroyed on use | 18 |
Hand Crossbow | Crossbow | 42.8 | wood bow pulled by hand | m | 1-8 | 1d8 | Reload-Ranged (25); Armor Piercing (-5); Two-Handed | 1 |
Crossbow | Crossbow | 52.9 | standard lever pulled/reloaded crossbow | m | 1-10 | 1d10 | Reload-Ranged (30); Armor Piercing (-5); Two-Handed | 2 |
Pistol Crossbow | Crossbow | 29.9 | 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 | 47.5 | lighter version of ratchet mechanism that removes reload penalty | m | 1-8 | 1d8 | Ranged (25); Armor Piercing (-5); Two-Handed | 4 |
War Crossbow | Crossbow | 94.0 | slighty heavier/larger | l | 2-13 | 1d12+1 | Reload-Ranged (35); Armor Piercing (-10); Two-Handed | 5 |
Composite Crossbow | Crossbow | 111.6 | standard crossbow but with upgraded composite bow | l | 2-16 | 1d10+1d6 | Reload-Ranged (35); Armor Piercing (-10); Two-Handed | 6 |
Metal Crossbow | Crossbow | 133.5 | standard crossbow but with upgraded metal bow | l | 2-18 | 1d10+1d8 | Reload-Ranged (40); Armor Piercing (-15); Two-Handed | 7 |
Ratchet Crossbow | Crossbow | 153.0 | 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 | 226.0 | very large/heavy, windlass draw | xl | 3-25 | 2d12+1 | Reload-Ranged (45); Armor Piercing (-20); Two-Handed | 9 |
Double Crossbow | Crossbow | 78.6 | 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 |
Repeating Crossbow | Crossbow | 61.8 | 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 |
Lightweight Bolt | Crossbow | 0.3 | lightweight metal or wood bolt with sharp point | s | base Damage | as weapon | Ammo (for 20); (raw materials in wild); negates Armor Piercing | 12 |
Quarrel Bolt | Crossbow | 1.8 | standard 4 sided metal head | s | +1 | as weapon +1 | Ammo (stacks of 20); (standard Ammo) | 13 |
Metal Bolt | Crossbow | 2.0 | bolt made entirely of metal | s | +2 | as weapon +2 | Ammo (stacks of 20) | 14 |
Wedge Bolt | Crossbow | 4.5 | wedgetip designed to critcally injure | s | +2 | as weapon +2 | Ammo (stacks of 20); Cleaving (+5%) | 15 |
Barbed Bolt | Crossbow | 2.3 | bolt has several sharp barbs | s | +3 | as weapon +3 | Ammo (stacks of 20) | 16 |
Stun Bolt | Crossbow | 3.4 | heavy blunt head | s | base Damage | as weapon | Ammo (stacks of 20); Stun (15%) | 17 |
Hollow Point Bolt | Crossbow | 1.0 | light metal, glass, or ceramic bolt head with a hollow cavity within it, useful for dosing with potions | s | base Damage | as weapon | Ammo (stacks of 20); negates Armor Piercing; can be filled with a single dose of various potions, but destroyed on use | 18 |
Buckler | Shield | 31.5 | fist mounted metal shield | m | 1-4 | 1d4 | Shield blow (8%); Block (5%); Fist-Mounted | 1 |
Shield Blade | Shield | 45.1 | forearm plate w/ spikes or blade | m | 1-8 | 1d8 | Shield blow (0%); Block (8%) | 2 |
Round Shield | Shield | 32.5 | medium sized round metal & wood shield | m | 1-4 | 1d4 | Shield blow (5%); Block (10%) | 3 |
Parma | Shield | 47.4 | oval shaped metal & wood shield | l | 1-4 | 1d4 | Shield blow (5%); Block (15%) | 4 |
Targe | Shield | 53.6 | round, metal center, layered wood | l | 1-4 | 1d4 | Shield blow (4%); Block (20%) | 5 |
Aspis | Shield | 72.2 | large deeply dished, wood w/ metal rim | l | 2-7 | 1d6+1 | Shield blow (5%); Block (20%) | 6 |
Heater Shield | Shield | 61.2 | typical heraldic type shield | l | 1-4 | 1d4 | Shield blow (5%); Block (25%) | 7 |
Kite Shield | Shield | 79.2 | wide at top tapering down 2 point | xl | 1-5 | 1d5 | Shield blow (4%); Block (30%); Clumsy (-5 hit) | 8 |
Tower Shield | Shield | 93.2 | large rectangular shield | xl | 1-6 | 1d6 | Shield blow (3%); Block (40%); Clumsy (-10 hit) | 9 |
Scutum | Shield | 100.7 | roman style half-cylinder | xl | 1-6 | 1d6 | Shield blow (2%); Block (45%); Clumsy (-10 hit) | 10 |
Pavise | Shield | 107.3 | very large, 2 hands, can hide behind | xl | n/a | no | Block (65%); Two-Handed; if not attacking can hide behind (95% Block) | 11 |
Minor "" Wand | Wand | 14.0 | 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 | 36.3 | 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 | 61.9 | 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 | 99.0 | 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 | 136.1 | 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 |