Weapons#

Any fool can swing a glaive. The trick is still being somewhere a glaive is useful when you've finished.

A drill sergeant of Mandak's Legion

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.

SlashingPiercingBashingRangedThrownExoticPolearmsStavesWandsTwo-handedTwo at onceBare hands
HeadhunterAllAllAllAll✓✓✓✓✓✓✓✓
PageAllAllAll·········
PlainsmanAllBasicAll·✓✓·✓·✓✓✓
PickpocketBasicAllAdv.Basic······✓✓
Scout······✓··✓··
WoodsmanBasic·BasicAll·····✓·✓
Mageling·······✓✓···
ElementalistAllBasic······✓··✓
Runescribe·····✓·····✓
Gravedigger·Basic··········
Priest··Basic·········
Monk···········✓
HermitBasicBasicBasic··✓·✓✓✓✓✓
MinstrelAll·········✓·
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.

WeaponDamageCriticalHandsWeightVernSold in
Axe1d415% ×2Either240Anywhere
Cleaver1d420% ×1 +2Either1.549CreciaTharsisNarsis
Shortsword Also gladius (Crecia), falcata (Crecia), kopis (Esthar), falchion (Tharsis), scimitar (Dumasque), rapier (Crecia)1d610% ×2Either260Anywhere
Field Axe1d650% ×1 +1Both5200Anywhere
Broadsword Also sappara (Esthar), khopesh (Esthar)1d815% ×2 +3Either3300Anywhere
Longsword1d815% ×3Both3800Anywhere
Halberd Also glaive (Tharsis), voulge (Tharsis), bill (Tharsis), guisarme (Crecia), bardiche (New Saellem), falx (Moria), rhomphaia (Moria)1d1250% ×1 +8Both72,000Anywhere
Scythe1d10100% ×1 +2Both62,000·
Claymore Also flamberge (Tharsis)1d1010% ×1 +5Both62,500CreciaTharsisNarsis
Masakari1d1010% ×2Both67,000·

Points#

Daggers, spears and pikes. They’re cheap and they reach, and the small ones go in the off hand.

WeaponDamageCriticalHandsWeightVernSold in
Dagger Also poniard (Tharsis), stiletto (Crecia), pugio (Crecia), seax (New Saellem), dirk (Tharsis)1d410% ×4Either130Anywhere
Spear Also pike (Tharsis), hasta (Crecia), spetum (Crecia), ranseur (Crecia), doloire (Tharsis), tepoztopilli (Menusia)1d1010% ×1 +4Both480Anywhere
Katar Also cestus (Crecia)1d45% ×8Either1.5100TharsisNarsisDumasque
Pickaxe1d610% ×2Main61,200JewallMoriaMenusia

Clubs#

Maces, hammers, flails and staves. A club crushes what an edge glances off, and the plainest of them costs 3 vern.

WeaponDamageCriticalHandsWeightVernSold in
Club Also macuahuiti (Menusia)1d815% ×2Both53Anywhere
Staff Also lathi (Menusia)1d810% ×1 +2Both415Anywhere
Hammer1d630% ×1 +3Either350Anywhere
Mace Also morning star (Tharsis)1d615% ×3Either470Anywhere
Flail1d85% ×7Either3200Anywhere
War Hammer1d1050% ×1 +2Both61,500TharsisCreciaNarsis
Blackjack1d850% ×4Either12,000Narsis
Scepter1d610% ×4Both35,000TharsisCreciaMenusia

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.

WeaponDamageCriticalHandsWeightVernSold in
Shortbow1d610% ×2Both1.530Anywhere
Darts Also kunai (Amari)1d410% ×4 +2Main0.540NarsisDumasque
Javelin1d810% ×4Main260DumasqueTharsisMenusia
Longbow1d85% ×3Both260Anywhere
Composite Bow1d1010% ×1 +2Both2300Anywhere
Shuriken1d610% ×3Main0.2900New SaellemDumasqueMenusia
Chakrum1d6100% ×1 +5Main0.52,700New Saellem
Tomahawk Axe1d610% ×2 +1Main1.54,000JewallNew Saellem

Exotic weapons#

Whips, sai, tridents and the eku: weapons that do nothing you meant without the exotic proficiency.

WeaponDamageCriticalHandsWeightVernSold in
Eku1d1050% ×1 +10Both520CreciaMoriaEsthar
Chain Whip1d625% ×8 +12Main2300Anywhere
Whip1d625% ×8 +12Main2300Anywhere
Trident1d825% ×8Both42,900Menusia
Sai1d625% ×10Either1.53,000·

Arrowheads#

Heads for the bows above, from blunt practice points to the broadhead. Fletchers make them; Fletchery has how.

WeaponDamageCriticalHandsWeightVernSold in
Blunt Point Arrow1d4·Main0.1··
Bodkin Point Arrow1d4+1·Main0.1··
Broadhead Point Arrow1d6+4·Main0.1··
Field Tip Point Arrow1d6+3·Main0.1··
Judo Point Arrow1d4+2·Main0.1··

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.

WeaponDamageCriticalHandsWeightVernSold in
Rusty Dagger1d4+15% ×2Either15·
Basic Dagger1d4+25% ×2Either0.58·
Rusty Sword1d65% ×2Main38·
Ancient Sword1d810% ×2Main315·
Training Sword1d65% ×2Main215·