- 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 [hide]
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 (this also means a critical failure occurs on a natural roll of 1 or 2 on the d20 roll for a block, parry, or ward-off)
- 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 (including a natural 1 on d20 block, parry, or ward-off roll) 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 (see Defensive Reactions: Parry). 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 (see Defensive Reactions: Ward-off). 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 (see Defensive Reactions: Ward-off). 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. Nocking an arrow does not cost anything provided you have arrows accessible to you (see Ammo)
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, 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. As a Reload-Ranged weapon, loading a crossbow requires you to use EITHER the Instant or Movement portion of your turn, even while the bolts are readily accessible to you (see Ammo).
Ammo
The most common forms of ammo are arrows and bolts. A bundle of 5 arrows or bolts is treated as a small item and can therefore be stored in a belt slot. However it is recommended to use a quiver, equipped in the “off-hand” of your bow or crossbow weapon load out to provide a more efficient access to ammo during combat. If ammo is not available on a belt slot or in a quiver then a new bundle must be fetched from your back pack, forcing you to use your action that turn to do so instead of shooting. Arrows and bolts can be retrieved from the ground or from a body in a similar fashion to picking up a weapon from the ground after being disarmed. A single Perception test is typically required to retrieve and arrows that would be reasonably recoverable after combat is over. Four bundles of arrows or bolts can be tied together into a Stack of 20, being slightly more efficient in terms of storage, as a stack of arrows or bolts is treated as a medium item. However, that does mean a stack needs to be stored in a quiver or backpack slot, rather than a belt slot.
Shields
Shields are often thought of as a type of armor, as their primary function is defense by granting the ability to Block incoming attacks (see Defensive Reactions: Block). 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 | Size | Damage | Damage Dice | Attributes | Loot # |
---|---|---|---|---|---|---|---|
Hollow Point Arrow | Ammo | 1.00 | s | base | as weapon | Ammo bundle of 5; 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 | s | base | as weapon | Ammo bundle of 5; 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 | s | base | as weapon | Ammo bundle of 5; negates Armor Piercing | 12 |
Fletched Arrow | Ammo | 1.50 | s | base | as weapon | Ammo bundle of 5; default ammo | 10 |
Silent Arrow | Ammo | 3.00 | s | base | as weapon | Ammo bundle of 5; Stealthy | 11 |
Stun Bolt | Ammo | 3.40 | s | base | as weapon | Ammo bundle of 5; Stun 15% | 17 |
Hunting Arrow | Ammo | 4.00 | s | +1 | as weapon +1 | Ammo bundle of 5 | 11 |
Stun Arrow | Ammo | 4.00 | s | base | as weapon | Ammo bundle of 5; Stun 20% | 16 |
Quarrel Bolt | Ammo | 4.00 | s | +1 | as weapon +1 | Ammo bundle of 5; default ammo | 13 |
War Arrow | Ammo | 6.50 | s | +2 | as weapon +2 | Ammo bundle of 5 | 12 |
Bodkin Arrow | Ammo | 6.50 | s | +1 | as weapon +1 | Ammo bundle of 5; Armor Piercing -10 | 15 |
Metal Bolt | Ammo | 6.50 | s | +2 | as weapon +2 | Ammo bundle of 5 | 14 |
Tar Arrow | Ammo | 7.20 | s | +2 fire damage | as weapon +2 fire dam | Ammo bundle of 5; flaming | 17 |
Magic Arrow | Ammo | 7.80 | s | +2 | as weapon +2 | Ammo bundle of 5; adds magic damage of the associated type of enchanting material used to craft it | 17 |
Magic Bolt | Ammo | 7.80 | s | +2 | as weapon +2 | Ammo bundle of 5; adds magic damage of the associated type of enchanting material used to craft it | 14 |
Broadhead Arrow | Ammo | 9.00 | s | +3 | as weapon +3 | Ammo bundle of 5 | 13 |
Razor Arrow | Ammo | 9.00 | s | +2 | as weapon +2 | Ammo bundle of 5; Graceful 10 | 14 |
Wedge Bolt | Ammo | 9.00 | s | +2 | as weapon +2 | Ammo bundle of 5; Cleaving +5% | 15 |
Barbed Bolt | Ammo | 9.00 | s | +3 | as weapon +3 | Ammo bundle of 5 | 16 |
Francisca | Axe | 28.20 | s | 1-8 | 1d8 | Cleaving 5%; Thrown +4; Clumsy -10 melee | 1 |
Hand Axe | Axe | 51.00 | m | 1-10 | 1d10 | Cleaving 5% | 3 |
Military Pick | Axe | 57.00 | m | 1-10 | 1d10 | Cleaving 3%; Armor Piercing -10 | 4 |
Tomahawk | Axe | 57.80 | m | 2-9 | 1d8+1 | Cleaving 5%; Thrown; Graceful +5 melee | 2 |
Hafted Axe | Axe | 75.00 | l | 2-11 | 1d10+1 | Cleaving 7% | 5 |
Battle Axe | Axe | 76.30 | l | 3-12 | 1d10+2 | Cleaving 5% | 7 |
Crescent Axe | Axe | 85.00 | l | 2-14 | 1d10+1d4 | Cleaving 5% | 10 |
Balanced Axe | Axe | 92.50 | l | 2-13 | 1d12+1 | Cleaving 10% | 8 |
Cavalry Pick | Axe | 100.40 | 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 | l | 4-15 | 1d12+3 | Cleaving 10%; Overpowering -1; Two-Handed | 13 |
Saddle Axe | Axe | 118.30 | 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 | l | 2-17 | 1d10+1d4 (2H: 1d12+1d4+1) | Cleaving 10%; Versatile (Cleaving 13%, Overpowering -1) | 11 |
Broad Axe | Axe | 130.60 | 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 | xl | 6-21 | 1d10+2d4+3 | Cleaving 15%; Clumsy -5; Overpowering -2; Two-Handed | 14 |
Labrys | Axe | 201.00 | xl | 6-22 | 1d12+2d4+2 | Cleaving 15%; Clumsy -10; Charge +5/+1, Overpowering -2; Two-Handed; Two-Handed | 15 |
Tonfa | Bludgeon | 39.60 | m | 1-6 | 1d6 | Stun 16%; Paired | 3 |
Nanchaku | Bludgeon | 41.50 | m | 1-6 | 1d6 | Stun 18%; Entangle; Clumsy -5 | 1 |
Stout Hammer | Bludgeon | 44.00 | m | 2-10 | 1d6+1d4 | Stun 12%; Crushing Blow 2; Clumsy -5 (except for Dwarves) | 6 |
Mace | Bludgeon | 47.50 | m | 3-9 | 2d4+1 | Stun 15%; Crushing Blow 1 | 5 |
Scepter | Bludgeon | 51.40 | m | 1-8 | 1d8 | Stun 11%; Crushing Blow 1; can have an enchanted trinket inserted (basically double enchant) | 4 |
Chainmace | Bludgeon | 68.80 | l | 3-12 | 3d4 | Reach 1; Crushing Blow 1; Clumsy -5 | 7 |
Flail | Bludgeon | 76.30 | l | 3-14 | 1d6+2d4 | Overpowering -2; Crushing Blow 2; Clumsy -10 | 8 |
Jitte | Bludgeon | 83.50 | m | 1-6 | 1d6 | Stun 17%; Parry +3; Disarm +3 | 2 |
Morningstar | Bludgeon | 89.40 | l | 3-14 | 1d8+2 (2H: 2d6+2) | Stun 10%; Crushing Blow 1; Versatile (Crushing Blow 2) | 9 |
Grandscepter | Bludgeon | 99.20 | 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 | 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 | 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 | 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 | xl | 4-17 | 2d6+1d4+1 | Stun 5%; Crushing Blow 3; Overpowering -1; Two-Handed | 14 |
Greathammer | Bludgeon | 153.00 | xl | 5-20 | 3d6+2 | Stun 6%; Crushing Blow 4; Overpowering -2; Two-Handed | 16 |
Heavy Flail | Bludgeon | 160.50 | xl | 5-22 | 1d8+2d6+2 | Overpowering -4; Crushing Blow 4; Clumsy -10; Two-Handed | 15 |
Hunting Bow | Bow | 57.40 | m | 1-10 | 1d10 | Ranged 40"; Two-Handed | 2 |
War Bow | Bow | 85.80 | l | 1-12 | 1d12 | Ranged 40"; Two-Handed | 3 |
Asymetric Bow | Bow | 98.00 | l | 2-13 | 1d12+1 | Ranged 60"; Clumsy -5; Two-Handed | 9 |
Long Bow | Bow | 105.10 | l | 2-14 | 1d10+1d4 | Ranged 45"; Two-Handed | 4 |
Riding Bow | Bow | 116.00 | l | 2-13 | 1d12+1 | Ranged 45"; Riding +5/+1; Two-Handed | 8 |
Composite Bow | Bow | 119.60 | l | 2-16 | 1d12+1d4 | Ranged 45"; Two-Handed | 5 |
Reflex Bow | Bow | 138.80 | l | 2-18 | 1d12+1d6 | Ranged 50"; Two-Handed | 6 |
Recurve Bow | Bow | 153.80 | l | 2-20 | 1d12+1d8 | Ranged 50"; Two-Handed | 7 |
Pistol Crossbow | Crossbow | 29.90 | s | 1-6 | 1d6 | Reload-Ranged 20"; Can wield one in each hand w/o penalty. Reload both at the same time; can only use lightweight, stun, or hollow-point bolts | 3 |
Light Ratchet Crossbow | Crossbow | 47.50 | m | 1-8 | 1d8 | Ranged 25"; Armor Piercing -5; Two-Handed | 4 |
Crossbow | Crossbow | 52.90 | m | 1-10 | 1d10 | Reload-Ranged 30"; Armor Piercing -5; Two-Handed | 2 |
Repeating Crossbow | Crossbow | 61.80 | l | 2-9 | 1d8+1 | Reload-Ranged 30"; reload after 5 shots; Two-Handed; can only use lightweight, stun, or hollow-point bolts | 11 |
Double Crossbow | Crossbow | 78.60 | l | 1-10 | 1d10 | Reload-Ranged 35"; Armor Piercing -10; Two-Handed; reload after 2 shots | 10 |
War Crossbow | Crossbow | 94.00 | l | 2-13 | 1d12+1 | Reload-Ranged 35"; Armor Piercing -10; Two-Handed | 5 |
Composite Crossbow | Crossbow | 111.60 | l | 2-16 | 1d10+1d6 | Reload-Ranged 35"; Armor Piercing -10; Two-Handed | 6 |
Metal Crossbow | Crossbow | 133.50 | l | 2-18 | 1d10+1d8 | Reload-Ranged 40"; Armor Piercing -15; Two-Handed | 7 |
Ratchet Crossbow | Crossbow | 153.00 | l | 3-21 | 2d10+1 | Reload-Ranged 40"; Armor Piercing -15; Two-Handed | 8 |
Arbalest | Crossbow | 226.00 | xl | 3-25 | 2d12+1 | Reload-Ranged 45"; Armor Piercing -20; Two-Handed | 9 |
Brass Knuckle | Fist | 12.80 | 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 | 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 | 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 | 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 | 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 | 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 | s | 1-6 | 1d6 | Paired; Stealthy +1 | 2 |
Crescent Blades | Hand Weapons | 34.60 | s | 1-8 | 1d8 | Paired; Thrown +2; Returns if passing an Agility test (-1) | 3 |
Sai | Hand Weapons | 40.10 | s | 2-5 | 1d4+1 | Paired; Parry; Thrown, Stealthy, Disarm +1 | 1 |
Claw | Hand Weapons | 45.00 | m | 2-7 | 1d6+1 | Paired; Parry | 4 |
War-Sickle | Hand Weapons | 52.50 | l | 1-10 | 1d10 | Paired; Reach 1; Clumsy -8 | 14 |
Katar | Hand Weapons | 54.60 | m | 2-9 | 1d8+1 | Paired; Parry | 6 |
Hammer-Hand | Hand Weapons | 56.40 | m | 2-10 | 1d6+1d4 | Paired; Stun 10%; Crushing Blow 1 | 8 |
Bladed Tonfa | Hand Weapons | 57.60 | m | 1-8 | 1d8 | Paired; Parry +1 | 5 |
Flail-Glove | Hand Weapons | 64.80 | m | 2-11 | 1d10+1 | Paired; Reach 1 | 9 |
Reaper | Hand Weapons | 67.20 | m | 1-10 | 1d10 | Paired; Parry +1 | 7 |
Kama | Hand Weapons | 73.50 | l | 1-12 | 1d12 | Paired | 13 |
Hatchet-Hand | Hand Weapons | 82.20 | m | 3-12 | 1d10+2 | Paired; Parry; Cleaving +5% | 10 |
Reaper-Claw | Hand Weapons | 112.50 | l | 3-13 | 2d6+1 | Paired; Parry +1; Disarm | 12 |
Pata | Hand Weapons | 174.00 | 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 | s | 1-6 | 1d6 | Stealthy; Thrown +5; 1d2 dam in melee | 15 |
Shuriken | Knife | 3.90 | s | 1-10 | 1d10 | Stealthy +1; Thrown +10; cannot be used in melee | 16 |
Sgian-Dubh | Knife | 12.40 | s | 1-3 | 1d3 | Stealthy +1; Thrown | 1 |
Dagger | Knife | 15.00 | s | 1-4 | 1d4 | Stealthy; Thrown +1 | 2 |
Hunting Knife | Knife | 18.50 | s | 1-5 | 1d5 | Stealthy; Thrown +2 | 3 |
Kris | Knife | 19.00 | s | 2-5 | 1d4+1 | Stealthy; Thrown | 4 |
Parrying Knife | Knife | 20.80 | s | 1-4 | 1d4 | Stealthy; Thrown -1; Parry | 5 |
Pugio | Knife | 21.50 | s | 1-6 | 1d6 | Stealthy; Thrown | 6 |
Stiletto | Knife | 25.60 | s | 1-6 | 1d6 | Stealthy +1; Thrown; Armor Piercing -3 | 7 |
Rondel | Knife | 26.40 | s | 2-7 | 1d6+1 | Stealthy +1; Thrown | 8 |
Poignard | Knife | 26.70 | s | 1-4 | 1d4 | Stealthy; Thrown -2; Parry +1 | 9 |
Kukri | Knife | 32.50 | s | 2-9 | 1d8+1 | Stealthy; Thrown +1 | 11 |
Dirk | Knife | 34.20 | s | 1-8 | 1d8 | Stealthy; Thrown; Parry | 10 |
Tanto | Knife | 34.50 | s | 1-8 | 1d8 | Stealthy +1; Thrown +5; Graceful +5 | 12 |
Gutripper | Knife | 35.20 | 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 | s | 2-9 | 1d8+1 | Stealthy; Thrown -2; Cleaving +5% | 14 |
Trident | Polearm | 109.10 | l | 3-12 | 1d10+2 | Ward-off; Thrown; Parry, Disarm | 1 |
Polehammer | Polearm | 114.10 | l | 3-13 | 2d6+1 | Ward-off; Reach 1; Crushing Blow 1; Two-Handed | 6 |
Bill-Hook | Polearm | 121.10 | l | 2-13 | 1d12+1 | Ward-off; Reach 2; Dismount (15%); Two-Handed | 3 |
Pike | Polearm | 122.90 | l | 1-10 | 1d10 | Ward-off; Reach 3; Impale; Shield; Two-Handed | 2 |
Partisan | Polearm | 127.20 | l | 2-14 | 1d12+2 | Ward-off; Reach 2; Impale; Two-Handed | 4 |
War Scythe | Polearm | 129.70 | l | 3-16 | 1d8+2d4 | Ward-off; Reach 2; Two-Handed | 8 |
Great Spear | Polearm | 134.80 | l | 2-16 | 2d8 | Ward-off; Reach 1; Thrown -4; Shield; Two-Handed | 5 |
Warfork | Polearm | 136.70 | l | 3-14 | 1d12+2 | Ward-off; Reach 2; Parry, Disarm; Two-Handed | 7 |
Poleaxe | Polearm | 153.10 | l | 4-17 | 1d8+2d4+1 | Ward-off; Reach 2; Cleaving 5%; Two-Handed | 9 |
Naginata | Polearm | 157.80 | l | 4-19 | 1d10+2d4+1 | Ward-off; Reach 2; Graceful +5; Two-Handed | 11 |
Jousting Lance | Polearm | 158.40 | 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 | l | 4-18 | 1d10+1d6+2 | Ward-off; Reach 1; Cleaving 10%; Two-Handed | 10 |
Glaive | Polearm | 173.40 | l | 5-22 | 1d12+2d4+2 | Ward-off; Reach 1; Cleaving 5%; Two-Handed | 13 |
Halberd | Polearm | 187.30 | l | 5-20 | 1d10+2d4+2 | Ward-off; Reach 1; Cleaving 5%; Dismount 12%; Impale; Two-Handed | 12 |
Riding Lance | Polearm | 190.10 | 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 | xl | 1-20 | 1d20 | Clumsy -5; Reach 2; Charge +10/+2; Shield; Armor Piercing -5; Two-Handed | 14 |
Cavalry Lance | Polearm | 207.20 | 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 | s | base Damage | as weapon | Ammo bundle of 5; Clumsy -5; Primitive | 15 |
Bark Shield | Primitive | 0.05 | m | n/a | no | Block +1; damaged if Blocking more than 10 damage or any critical hit, Primitive | 16 |
Knuckle Wrap | Primitive | 0.07 | 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 | 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 | s | 1-2 | 1d2 | Stealthy; Thrown +2; Primitive | 1 |
Bone Hide Shield | Primitive | 0.10 | m | n/a | no | Block +2; damaged if Blocking more than 5 damage or any critical hit, Primitive | 17 |
Bone Claw | Primitive | 0.22 | s | 1-4 | 1d4 | Paired; Primitive | 4 |
Club | Primitive | 0.13 | m | 1-3 | 1d3 | Stun 10%; Clumsy -5, Primitive | 3 |
Blow Pipe | Primitive | 0.16 | s | 1-4 | 1d4 | Ranged 20"; Stealthy; Primitive | 13 |
Walking Stick | Primitive | 0.18 | m | 1-3 | 1d3 | Stun 10%; Primitive | 11 |
Stone Club | Primitive | 0.26 | m | 2-5 | 1d4+1 | Stun 5%; Crushing Blow 1; Primitive | 4 |
Hooked Club | Primitive | 0.34 | m | 1-6 | 1d6 | Stun 15%; Crushing Blow 1; Primitive | 5 |
Flatbow | Primitive | 0.34 | m | 1-6 | 1d6 | Ranged 35"; Primitive | 14 |
Stone Axe | Primitive | 0.39 | m | 1-8 | 1d8 | Cleaving 5%; Crushing Blow 1; Clumsy -5, Primitive | 7 |
Maquahuitl | Primitive | 0.44 | m | 2-8 | 2d4 | Cleaving 5%; Primitive | 8 |
Primitive Spear | Primitive | 0.46 | m | 1-8 | 1d6 (2H: 1d8) | Ward-off; Thrown +2; Versatile, Primitive | 10 |
Gnarled Staff | Primitive | 0.50 | l | 1-6 | 1d6 | Stun 14%; Ward-off; Two-Handed, Primitive | 12 |
Great Club | Primitive | 1.26 | xl | 4-17 | 2d6+1d4+1 | Stun 10%; Crushing Blow 2; Clumsy -5, Overpowering -2, Two-handed, Primitive | 6 |
Stone (small) | Primitive | 0.00 | s | 1-2 | 1d2 | Thrown +5; Clumsy -5 melee, can be used in a sling, Primitive | 0 |
Stone (medium) | Primitive | 0.00 | m | 1-4 | 1d4 | Thrown; Stun 5%; Clumsy -5 melee, Primitive | 0 |
Stone (large) | Primitive | 0.00 | l | 2-8 | 2d4 | Thrown -5; Stun 10%; cannot be used in melee, Primitive | 0 |
Stone (x-large) | Primitive | 0.00 | xl | 4-16 | 4d4 | Thrown -10; Stun 15%; 2-handed, cannot be used in melee, Primitive | 0 |
Stick Weapon | Primitive | 0.00 | m | 1-2 | 1d2 | Clumsy -5, Primitive | 0 |
Buckler | Shield | 31.50 | m | 1-4 | 1d4 | Shield blow 8%; Block +1; Fist-Mounted | 1 |
Round Shield | Shield | 32.50 | m | 1-4 | 1d4 | Shield blow 5%; Block +2 | 3 |
Shield Blade | Shield | 41.80 | m | 1-8 | 1d8 | Shield blow 0%; Block +1 | 2 |
Parma | Shield | 47.40 | l | 1-4 | 1d4 | Shield blow 5%; Block +3 | 4 |
Targe | Shield | 53.60 | l | 1-4 | 1d4 | Shield blow 4%; Block +4 | 5 |
Heater Shield | Shield | 61.20 | l | 1-4 | 1d4 | Shield blow 5%; Block +5 | 7 |
Aspis | Shield | 72.20 | l | 2-7 | 1d6+1 | Shield blow 5%; Block +4 | 6 |
Kite Shield | Shield | 79.20 | xl | 1-5 | 1d5 | Shield blow 4%; Block +6; Clumsy -5 | 8 |
Tower Shield | Shield | 93.20 | xl | 1-6 | 1d6 | Shield blow 3%; Block +8; Clumsy -10 | 9 |
Scutum | Shield | 100.70 | xl | 1-6 | 1d6 | Shield blow 2%; Block +9; Clumsy -10 | 10 |
Pavise | Shield | 107.30 | 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 | m | 1-8 | 1d8 | Ranged 30"; Two-Handed | 1 |
Hand Crossbow | Simple | 12.80 | m | 1-8 | 1d8 | Reload-Ranged 25"; Armor Piercing -5; Two-Handed | 1 |
Cestus | Simple | 2.20 | 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 | s | 1-2 | 1d2 | Stealthy; Thrown +1; Clumsy -5, Simple | 4 |
Riding Crop | Simple | 1.40 | s | 1-3 | 1d3 | Stun 10%; can increase mount speed by +1 if inflicting damage on it | 29 |
Sickle | Simple | 1.70 | s | 2-5 | 1d4+1 | Simple | 19 |
Wicker Shield | Simple | 1.70 | m | 1-2 | 1d2 | Shield blow 2%; Block +1; damaged if Blocking more than 5 damage or any critical hit, Simple | 25 |
Mallet | Simple | 1.70 | s | 2-4 | 2d2 | Stun 7%; Crushing Blow 1; Simple | 8 |
Rod | Simple | 1.80 | s | 1-4 | 1d4 | Stun 15%; Simple | 1 |
Cane | Simple | 2.70 | m | 2-5 | 1d4+1 | Stun 10%; Simple | 18 |
Baton | Simple | 2.30 | s | 1-5 | 1d5 | Stun 20%; Simple | 2 |
Smiths Hammer | Simple | 2.40 | s | 3-6 | 1d4+2 | Stun 8%; Crushing Blow 1; can be used for Blacksmithing, Simple | 9 |
Boomerang | Simple | 3.40 | s | 1-6 | 1d6 | Stun 20%; Thrown +5; Returns if passing an Agility test, Simple | 3 |
Wooden Shield | Simple | 3.40 | l | 1-3 | 1d3 | Shield blow 3%; Block +2; damaged if Blocking more than 10 damage or any critical hit, Simple | 26 |
Hand Hook | Simple | 1.80 | s | 1-6 | 1d6 | Paired; Clumsy -5; Simple | 4 |
Machete | Simple | 3.50 | m | 1-6 | 1d6 | Cleaving 5%; Simple | 5 |
Tortoise Shield | Simple | 2.90 | l | 1-3 | 1d3 | Shield blow 6%; Block +2; Clumsy -5, damaged if Blocking any critical hit, Simple | 27 |
Hatchet | Simple | 3.60 | s | 1-8 | 1d8 | Cleaving 5%; Thrown +1; Simple | 12 |
Long Handled Tools | Simple | 3.90 | l | 1-4 | 1d4 | Reach 1; Ward-off; Two-handed, Simple | 21 |
Sling | Simple | 3.90 | s | 1-8 | 1d8 | Stun 15%; Ranged 30"; Stun chance applies to projectiles as well, Simple | 23 |
Javelin | Simple | 4.00 | m | 1-8 | 1d8 | Thrown +10; Simple | 14 |
Throwing Net | Simple | 5.00 | 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 | l | 2-8 | 2d4 | Stun 13%; Ward-off; Two-handed, Dismount 10%, Simple | 22 |
Spear | Simple | 7.20 | m | 2-11 | 1d8+1 (2H 1d10+1) | Ward-off; Thrown +4; Impale; Versatile, Simple | 16 |
Woodsman Axe | Simple | 7.80 | l | 1-12 | 1d10 (2H: 1d10+2) | Cleaving 5%; Clumsy -5; Versatile (2H: remove Clumsy, Overpowering -1), Simple | 13 |
Banded Club | Simple | 8.70 | 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 | l | 2-14 | 1d6+1d4 (2H: 1d6+2d4) | Stun 10%; Versatile (2H: Armor Piercing -5, Overpowering -1), Simple | 7 |
Sledge | Simple | 9.40 | 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 | xl | 4-18 | 2d8+2 | Stun 7%; Crushing Blow 4; Clumsy -10, Two-Handed, Simple | 30 |
Punch/Kick/Hit | Simple | 0.00 | n/a | 1 | 1 | once/round only, punch dam can be increased by using Fist Weapons, Simple | 0 |
Blunt Object | Simple | 0.00 | n/a | 1-2 | 1d2 | Thrown; Simple | 0 |
Snake Whip | Simple | 15.20 | m | 2-5 | 1d4+1 | Reach 2; Entangle | 2 |
Shillelagh | Staff | 35.50 | m | 1-6 | 1d6 | Stun 11%; Graceful +5 | 1 |
Polished Staff | Staff | 50.00 | l | 1-6 | 1d6 | Stun 14%; Ward-off; Two-Handed | 2 |
Sling Staff | Staff | 60.80 | l | 1-8 | 1d8 | Stun 15%; Ranged 20"; Two-Handed; Stun chance applies to projectiles as well | 11 |
Short Staff | Staff | 64.80 | l | 2-8 | 2d4 | Stun 15%; Ward-off; Two-Handed | 3 |
Quarter Staff | Staff | 78.10 | l | 2-10 | 1d4+1d6 | Stun 16%; Ward-off; Two-Handed | 4 |
Sansetsukon | Staff | 83.80 | l | 2-12 | 2d6 | Stun 19%; Entangle; Clumsy -5; Two-Handed | 10 |
Long Staff | Staff | 91.40 | l | 2-12 | 2d6 | Stun 17%; Ward-off; Two-Handed | 5 |
Bladed Staff | Staff | 122.00 | l | 3-15 | 1d8+1d6+1 | Stun 16%; Ward-off; Impale; Two-Handed | 8 |
Spiked Staff | Staff | 122.70 | l | 3-17 | 2d8+1 | Stun 15%; Ward-off; Two-Handed | 9 |
Banded Staff | Staff | 131.30 | l | 3-15 | 1d8+1d6+1 | Stun 22%; Ward-off; Crushing Blow 2; Two-Handed | 7 |
Metal Staff | Staff | 136.70 | l | 3-13 | 2d6+1 | Stun 20%; Ward-off; Parry +2; Two-Handed | 6 |
Grand Staff | Staff | 140.20 | xl | 2-12 | 2d6 | Stun 15%; Ward-off; Two-Handed; can have an enchanted trinket inserted (basically double enchant) | 12 |
Seax | Sword | 40.50 | m | 1-8 | 1d8 | Parry | 1 |
Falchion | Sword | 42.50 | m | 3-8 | 1d6+2 | Parry | 2 |
Xiphos | Sword | 45.50 | m | 1-8 | 1d8 | Parry; Graceful +5 | 5 |
Katzbalger | Sword | 48.00 | m | 1-8 | 1d8 | Parry +1 | 3 |
Gladius | Sword | 48.50 | m | 1-10 | 1d10 | Parry | 6 |
Cutlass | Sword | 49.00 | m | 2-8 | 2d4 | Parry +1 | 4 |
Smallsword | Sword | 52.50 | m | 1-6 | 1d6 | Parry +2; Graceful +5 | 7 |
Khopesh | Sword | 56.50 | m | 2-10 | 1d8+2 | Parry; Cleaving 3% | 9 |
Chokuto | Sword | 57.60 | m | 1-8 | 1d8 | Parry +1; treat as cane when concealed | 8 |
Butterfly Sword | Sword | 57.60 | m | 1-8 | 1d8 | Parry +1; Paired | 11 |
Wakizashi | Sword | 74.50 | m | 2-10 | 1d6+1d4 | Parry +2; Graceful +10 | 10 |
Shamshir | Sword | 76.30 | l | 2-11 | 1d10+1 | Parry +1 | 12 |
Large Seax | Sword | 77.50 | l | 3-12 | 1d10+2 | Parry +1 | 13 |
Spatha | Sword | 80.00 | l | 1-12 | 1d12 | Parry +1 | 14 |
Sabre | Sword | 81.30 | l | 2-12 | 2d6 | Parry +1 | 16 |
Scimitar | Sword | 82.50 | l | 3-11 | 1d6+1d4+1 | Parry +1 | 15 |
Side Sword | Sword | 89.40 | l | 1-12 | 1d12 | Parry +2 | 17 |
Broad Sword | Sword | 103.10 | l | 2-12 | 1d8+1d4 | Parry +2; Armor +1 | 18 |
Arming Sword | Sword | 105.00 | l | 2-13 | 1d12+1 | Parry +3 | 20 |
Rapier | Sword | 110.00 | l | 1-8 | 1d8 | Parry +5; Graceful +10 | 19 |
Flamberge | Sword | 112.50 | l | 3-13 | 1d8+1d4+1 | Parry +3; Disarm | 21 |
Warbrand | Sword | 123.80 | 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 | l | 2-14 | 2d6 (2H: 1d8+1d6) | Parry +3; Armor Piercing -5; Versatile (2H: Overpowering -3, Armor Piercing -10) | 24 |
Longsword | Sword | 132.00 | l | 2-16 | 1d10+1d4 (2H: 1d10+1d6) | Parry +3; Versatile (Overpowering -3) | 23 |
Katana | Sword | 151.90 | l | 3-15 | 1d8+1d4+1 (2H: 1d8+1d6+1) | Parry +4; Graceful +10; Versatile (Graceful +5, Overpowering -3) | 25 |
Greatsword | Sword | 189.80 | xl | 4-20 | 1d12+1d6+2 | Parry +2; Overpowering -4; Two-Handed | 28 |
Claymore | Sword | 192.80 | xl | 4-18 | 1d12+1d4+2 | Parry +2; Overpowering -4; Charge +5/+1; Two-Handed | 26 |
Great Flamberge | Sword | 192.80 | xl | 5-19 | 1d10+1d6+3 | Parry +2; Overpowering -4; Disarm; Two-Handed | 27 |
Nodachi | Sword | 204.00 | xl | 5-19 | 1d12+1d4+3 | Parry +3; Overpowering -4; Two-Handed; Graceful +5 | 29 |
Zwiehander | Sword | 204.80 | xl | 5-21 | 1d12+1d6+3 | Parry +2; Overpowering -5; Two-Handed | 30 |
Minor "" Wand | Wand | 14.00 | s | 1-4 | 1d4 | Wand 10"; Enchant Rank 1; spirit crafting/enchants only | 1 |
Improved "" Wand | Wand | 36.30 | s | 2-5 | 1d4+1 | Wand 10"; Enchant Rank 2; spirit crafting/enchants only | 2 |
Greater "" Wand | Wand | 61.90 | s | 1-6 | 1d6 | Wand 10"; Enchant Rank 3; spirit crafting/enchants only | 3 |
Superior "" Wand | Wand | 99.00 | s | 2-7 | 1d6+1 | Wand 10"; Enchant Rank 4; spirit crafting/enchants only | 4 |
Matchless "" Wand | Wand | 136.10 | s | 1-8 | 1d8 | Wand 10"; Enchant Rank 5; spirit crafting/enchants only | 5 |
Stock Whip | Whip | 69.00 | m | 2-5 | 1d4+1 | Reach 4; Entangle +2 | 3 |
Braided Whip | Whip | 78.30 | m | 2-7 | 1d6+1 | Reach 4; Entangle +3 | 4 |
Barbed Whip | Whip | 87.80 | m | 2-10 | 1d4+1d6 | Reach 4; Entangle +1 | 5 |
Scourge | Whip | 91.30 | l | 4-12 | 1d4+1d6+2 | Reach 2; Entangle -2; Clumsy -5 | 7 |
Chain Whip | Whip | 101.60 | l | 3-12 | 1d10+2 | Reach 3; Entangle -1; Clumsy -5 | 6 |
Bull Whip | Whip | 113.10 | l | 2-9 | 1d8+1 | Reach 5; Entangle +4; Clumsy -5 | 8 |