Weapons#
Any fool can swing a glaive. The trick is still being somewhere a glaive is useful when you've finished.
What a weapon does
When you hit, a weapon rolls its damage die and adds your Strength modifier (your Dexterity modifier for a bow) and its craftsmanship. Some weapons strike critical blows far more often than others. Each class is trained in some weapons and not the rest.
Reading the tables#
Each table gives a weapon’s damage die, its critical chance and what a critical does, the level you need to wield it, its weight in stones, its price in vern and where it’s sold. Anywhere means any town with a smithy.
Hands says how it’s held: in the main hand, in either hand (so with dual wielding you can carry one in each) or in both.
Take the longsword: 1d8 damage, 15% ×3. It strikes a critical on an 18 to 20, and a critical rolls 1d8 and triples it.
Critical blows
A natural 20 is always a critical, and a weapon with a higher critical chance crits on more of the die. A critical rolls the damage die, multiplies it by the weapon’s multiplier and adds its bonus. Your Strength and the weapon’s craftsmanship add more on top; Attacking has the whole sum.
Who can use what#
A class fights with the weapons it’s proficient in, and each class page lists its proficiencies. The table puts them side by side. Basic covers the common weapons of a kind and advanced the rest; what each proficiency covers is listed under the table.
| Slashing | Piercing | Bashing | Ranged | Thrown | Exotic | Polearms | Staves | Wands | Two-handed | Two at once | Bare hands | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| All | All | All | All | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
| All | All | All | · | · | · | · | · | · | · | · | · | |
| All | Basic | All | · | ✓ | ✓ | · | ✓ | · | ✓ | ✓ | ✓ | |
| Basic | All | Adv. | Basic | · | · | · | · | · | · | ✓ | ✓ | |
| · | · | · | · | · | · | ✓ | · | · | ✓ | · | · | |
| Basic | · | Basic | All | · | · | · | · | · | ✓ | · | ✓ | |
| · | · | · | · | · | · | · | ✓ | ✓ | · | · | · | |
| All | Basic | · | · | · | · | · | · | ✓ | · | · | ✓ | |
| · | · | · | · | · | ✓ | · | · | · | · | · | ✓ | |
| · | Basic | · | · | · | · | · | · | · | · | · | · | |
| · | · | Basic | · | · | · | · | · | · | · | · | · | |
| · | · | · | · | · | · | · | · | · | · | · | ✓ | |
| Basic | Basic | Basic | · | · | ✓ | · | ✓ | ✓ | ✓ | ✓ | ✓ | |
| All | · | · | · | · | · | · | · | · | · | ✓ | · |
What each proficiency covers
- All Weapons
- Allows combat with all types of weapons.
- Slashing
- Combat with all slashing weapons.
- Basic Slashing
- Allows combat with shortsword, longsword, hatchet, axe and scimitar.
- All Piercing
- Allows use of all piercing-based weapons.
- Basic Piercing
- Combat with all piercing weapons less than or equal to level 15.
- All Bashing
- Allows use of all bashing-based weapons.
- Basic Bashing
- Allows combat with staff, mace, scepter and club.
- Advanced Bashing
- Allows combat with all non-basic bashing weapons.
- All Ranged
- Allows use of short and longbows, composite bows, shurikens, darts, tomahawks, kunai and javelin.
- Basic Ranged
- Allows combat with basic ranged weapons.
- Thrown Weapons
- Allows combat with thrown-specific ranged weapons.
- Exotic Weapons
- Allows combat with all exotic weapons.
- All Polearm
- Allows use of all polearm-based weapons in any category.
- Staves
- Allows use of all stave types.
- Magical Arcanum
- Allows usage of staves, wands and orbs.
- Wands
- Wands may be used.
- Two-Handed Weapons
- Allows two-handed weapons to be wielded.
- Dual Wielding
- Allows combat with two weapons.
- Hand To Hand
- Combat allowed when unarmed.
The weapons#
By what they do, cheapest first.
Blades#
Swords, axes, sickles and the long polearms with an edge on them. A blade cuts.
| Weapon | Damage | Critical | Hands | Weight | Vern | Sold in |
|---|---|---|---|---|---|---|
| 1d4 | 15% ×2 | Either | 2 | 40 | Anywhere | |
| 1d4 | 20% ×1 +2 | Either | 1.5 | 49 | ||
| 1d6 | 10% ×2 | Either | 2 | 60 | Anywhere | |
| 1d6 | 50% ×1 +1 | Both | 5 | 200 | Anywhere | |
| 1d8 | 15% ×2 +3 | Either | 3 | 300 | Anywhere | |
| 1d8 | 15% ×3 | Both | 3 | 800 | Anywhere | |
| 1d12 | 50% ×1 +8 | Both | 7 | 2,000 | Anywhere | |
| 1d10 | 100% ×1 +2 | Both | 6 | 2,000 | · | |
| 1d10 | 10% ×1 +5 | Both | 6 | 2,500 | ||
| 1d10 | 10% ×2 | Both | 6 | 7,000 | · |
Points#
Daggers, spears and pikes. They’re cheap and they reach, and the small ones go in the off hand.
| Weapon | Damage | Critical | Hands | Weight | Vern | Sold in |
|---|---|---|---|---|---|---|
| Dagger Also poniard (Tharsis), stiletto (Crecia), pugio (Crecia), seax (New Saellem), dirk (Tharsis) | 1d4 | 10% ×4 | Either | 1 | 30 | Anywhere |
| 1d10 | 10% ×1 +4 | Both | 4 | 80 | Anywhere | |
| Katar Also cestus (Crecia) | 1d4 | 5% ×8 | Either | 1.5 | 100 | |
| Pickaxe | 1d6 | 10% ×2 | Main | 6 | 1,200 |
Clubs#
Maces, hammers, flails and staves. A club crushes what an edge glances off, and the plainest of them costs 3 vern.
| Weapon | Damage | Critical | Hands | Weight | Vern | Sold in |
|---|---|---|---|---|---|---|
| 1d8 | 15% ×2 | Both | 5 | 3 | Anywhere | |
| 1d8 | 10% ×1 +2 | Both | 4 | 15 | Anywhere | |
| 1d6 | 30% ×1 +3 | Either | 3 | 50 | Anywhere | |
| 1d6 | 15% ×3 | Either | 4 | 70 | Anywhere | |
| 1d8 | 5% ×7 | Either | 3 | 200 | Anywhere | |
| 1d10 | 50% ×1 +2 | Both | 6 | 1,500 | ||
| 1d8 | 50% ×4 | Either | 1 | 2,000 | ||
| 1d6 | 10% ×4 | Both | 3 | 5,000 |
Bows and thrown weapons#
Bows take both hands and arrows. Everything else here you throw, and it comes back only if you go and fetch it.
| Weapon | Damage | Critical | Hands | Weight | Vern | Sold in |
|---|---|---|---|---|---|---|
| Shortbow | 1d6 | 10% ×2 | Both | 1.5 | 30 | Anywhere |
| 1d4 | 10% ×4 +2 | Main | 0.5 | 40 | ||
| 1d8 | 10% ×4 | Main | 2 | 60 | ||
| Longbow | 1d8 | 5% ×3 | Both | 2 | 60 | Anywhere |
| 1d10 | 10% ×1 +2 | Both | 2 | 300 | Anywhere | |
| 1d6 | 10% ×3 | Main | 0.2 | 900 | ||
| 1d6 | 100% ×1 +5 | Main | 0.5 | 2,700 | ||
| 1d6 | 10% ×2 +1 | Main | 1.5 | 4,000 |
Exotic weapons#
Whips, sai, tridents and the eku: weapons that do nothing you meant without the exotic proficiency.
| Weapon | Damage | Critical | Hands | Weight | Vern | Sold in |
|---|---|---|---|---|---|---|
| 1d10 | 50% ×1 +10 | Both | 5 | 20 | ||
| 1d6 | 25% ×8 +12 | Main | 2 | 300 | Anywhere | |
| 1d6 | 25% ×8 +12 | Main | 2 | 300 | Anywhere | |
| 1d8 | 25% ×8 | Both | 4 | 2,900 | ||
| 1d6 | 25% ×10 | Either | 1.5 | 3,000 | · |
Arrowheads#
Heads for the bows above, from blunt practice points to the broadhead. Fletchers make them; Fletchery has how.
| Weapon | Damage | Critical | Hands | Weight | Vern | Sold in |
|---|---|---|---|---|---|---|
| Blunt Point Arrow | 1d4 | · | Main | 0.1 | · | · |
| Bodkin Point Arrow | 1d4+1 | · | Main | 0.1 | · | · |
| Broadhead Point Arrow | 1d6+4 | · | Main | 0.1 | · | · |
| Field Tip Point Arrow | 1d6+3 | · | Main | 0.1 | · | · |
| Judo Point Arrow | 1d4+2 | · | Main | 0.1 | · | · |
Worn and makeshift#
What a character might start with or pick up off the floor: old, rusty or made for practice. Nobody makes these on purpose any more.
| Weapon | Damage | Critical | Hands | Weight | Vern | Sold in |
|---|---|---|---|---|---|---|
| Rusty Dagger | 1d4+1 | 5% ×2 | Either | 1 | 5 | · |
| Basic Dagger | 1d4+2 | 5% ×2 | Either | 0.5 | 8 | · |
| Rusty Sword | 1d6 | 5% ×2 | Main | 3 | 8 | · |
| Ancient Sword | 1d8 | 10% ×2 | Main | 3 | 15 | · |
| Training Sword | 1d6 | 5% ×2 | Main | 2 | 15 | · |

