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Weapons
Jan 3, 2023 17:53:33 GMT -6
Post by NPC on Jan 3, 2023 17:53:33 GMT -6
When choosing a weapon, there are many things to consider.
The first thing to consider is "does it fit my character?". If your character is a Fae, using a greater maul may not be a good idea, and a giant Uthax may want to think twice before using a firearm.
The second thing to consider is "what combat skills do I want?". If you want your character to be a nimble assassin, then buying a two-handed mace will do you little good. Take a look at the combat expertise, and see what fits your needs.
The third thing to consider is cost. Some weapons are simply more expensive than others.
The last thing to consider (once you've narrowed down the category of weapon you plan to use), is damage. Some weapons do more damage; others just look neater. What do you want? Cool? Powerful? Nimble? Something in between?
Below is a list of all Weapon Categories, and what weapons fit in them. If there is a weapon you would like to use that you do not see listed here, please let us know, and we'll be sure to categorize it for you.
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Weapons
Jan 3, 2023 17:53:48 GMT -6
Post by NPC on Jan 3, 2023 17:53:48 GMT -6
Crushing Weapons Most Crushing Weapons do "blunt" damage, with a few exceptions. Crushing weapons with an additional range of “Close” are considered ‘reach’ weapons. ‘Reach’ weapons cannot be used in ranges beyond Close. - Mace Hands Used: One Range: Melee Damage: 1d6 (blunt or piercing) Dice Effect: None Sap Hands Used: One Range: Melee Damage: 1d4 (blunt) Dice Effect: +2 to “chance to hit” or “chance to defend” Club Hands Used: One Range: Melee Damage: 1d6 (blunt) Dice Effect: None Morning Star Hands Used: One Range: Melee Damage: 1d6 (pierce) Dice Effect: None Flail Hands Used: One Range: Melee Damage: 1d8 (blunt) Dice Effect: -2 to "chance to hit" or "chance to defend" Warhammer Hands Used: One Range: Melee Damage: 1d6 (blunt or pierce) Dice Effect: None Maul Hands Used: Two Range: Melee Damage: 1d10 (blunt) Dice Effect: -6 to "chance to hit" or "chance to defend" Mallet Hands Used: Two Range: Melee Damage: 1d8 (blunt) Dice Effect: -2 to "chance to hit" or "chance to defend" Scepter Hands Used: One Range: Melee Damage: 1d4 (blunt) Dice Effect: None Tonfa Hands Used: One Range: Melee Damage: 1d6 (blunt) Dice Effect: +4 to “chance of hit” or “chance to defend” Crowbar Hands Used: One Range: Melee Damage: 1d6 (blunt) Dice Effect: None Ball and Chain Hands Used: One Range: Melee, Close Damage: 1d8 (blunt) Dice Effect: -4 to "chance to hit" or "chance to defend" Baseball Bat Hands Used: Two Range: Melee Damage: 1d6 (blunt) Dice Effect: None Shakuhachi Hands Used: One Range: Melee Damage: 1d4 (blunt) Dice Effect: None Gavel Hands Used: One Range: Melee Damage: 1d4 (blunt) Dice Effect: None Sledge Hands Used: Two Range: Melee Damage: 1d10 (blunt) Dice Effect: -6 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:53:58 GMT -6
Post by NPC on Jan 3, 2023 17:53:58 GMT -6
Sword Weapons Most Sword Weapons do "bladed" damage, with a few exceptions. - Short Sword Hands Used: One Range: Melee Damage: 1d6 (bladed) Dice Effect: +2 to “chance to hit” or “chance to defend” Scimitar Hands Used: One Range: Melee Damage: 1d6 (bladed) Dice Effect: None Sabre Hands Used: One Range: Melee Damage: 1d6 (bladed) Dice Effect: None No-Dachi Hands Used: Two Range: Melee Damage: 1d10 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Longsword Hands Used: One Range: Melee Damage: 1d8 (bladed) Dice Effect: None Falchion Hands Used: One Range: Melee Damage: 1d6 (bladed) Dice Effect: None Broad Sword Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: None Gladius Hands Used: One Range: Melee Damage: 1d6 (bladed) Dice Effect: +2 to “chance to hit” or “chance to defend” Cutlass Hands Used: One Range: Melee Damage: 1d8 (bladed) Dice Effect: None Rapier Hands Used: One Range: Melee Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Katana Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: +2 to “chance to hit” or “chance to defend” Wakizashi Hands Used: One Range: Melee Damage: 1d4 (bladed) Dice Effect: +2 to “chance to hit” or “chance to defend” Claymore Hands Used: Two Range: Melee Damage: 1d10 (bladed) Dice Effect: -4 to "chance to hit" or "chance to defend" Bastard Sword Hands Used: Two Range: Melee Damage: 1d10 (bladed) Dice Effect: -4 to "chance to hit" or "chance to defend" Flamberge Hands Used: Two Range: Melee Damage: 1d10 (bladed) Dice Effect: -6 to "chance to hit", +6 "chance to defend" Greatsword Hands Used: Two Range: Melee Damage: 1d12 (bladed) Dice Effect: -6 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:54:10 GMT -6
Post by NPC on Jan 3, 2023 17:54:10 GMT -6
Dagger Weapons Most Dagger Weapons do "bladed" damage, with a few exceptions. Dagger weapons with an additional range of “Close” are considered ‘Thrown’ weapons. ‘Thrown’ weapons cannot be used in ranges beyond Close. A Thrown weapon must be recovered before used again. - Dagger Hands Used: One Range: Melee, Close Damage: 1d4 (bladed or piercing) Dice Effect: None Dirk Hands Used: One Range: Melee Damage: 1d4 (piercing) Dice Effect: None Tanto Hands Used: One Range: Melee Damage: 1d4 (bladed or piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Blade Hands Used: One Range: Melee Damage: 1d4 (bladed) Dice Effect: None Knife Hands Used: One Range: Melee, Close Damage: 1d4 (bladed or piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Jambiya Hands Used: One Range: Melee Damage: 1d6 (piercing) Dice Effect: None Stiletto Hands Used: One Range: Melee Damage: 1d4 (piercing) Dice Effect: None Kris Hands Used: One Range: Melee Damage: 1d6 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Razor Hands Used: One Range: Melee Damage: 1d4 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Claw Hands Used: One Range: Melee Damage: 1d6 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Pocketknife Hands Used: One Range: Melee Damage: 1d4 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:54:21 GMT -6
Post by NPC on Jan 3, 2023 17:54:21 GMT -6
Polearm Weapons Most Polearm Weapons do "bladed" damage, with a few exceptions. Polearm weapons with an additional range of “Close” are considered ‘reach’ weapons. ‘Reach’ weapons cannot be used in ranges beyond Close. - Halberd Hands Used: Two Range: Melee, Close Damage: 1d10 (bladed or piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Scythe Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: -6 to "chance to hit" or "chance to defend" Poleaxe Hands Used: Two Range: Melee, Close Damage: 1d10 (bladed or piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Naginata Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: None Bardiche Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: -4 to "chance to hit" or "chance to defend" Glaive Hands Used: Two Range: Melee, Close Damage: 1d8 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Bisento Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Yari Hands Used: Two Range: Melee, Close Damage: 1d8 (piercing) Dice Effect: None
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Weapons
Jan 3, 2023 17:54:33 GMT -6
Post by NPC on Jan 3, 2023 17:54:33 GMT -6
Spear and Javelin* Weapons Most Spear and Javelin* Weapons do "piercing" damage, with a few exceptions. Spear weapons with an additional range of “Close” are considered ‘Reach’ weapons. Javelin* weapons with an additional range of “Close” are considered ‘Thrown’ weapons. ‘Reach’ weapons cannot be used in ranges beyond Close. A Thrown weapon must be recovered before used again. - Long Spear Hands Used: Two Range: Melee, Close Damage: 1d8 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Pitchfork Hands Used: Two Range: Melee Damage: 1d6 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Pike Hands Used: Two Range: Melee, Close Damage: 1d10 (piercing) Dice Effect: -6 to "chance to hit" or "chance to defend" Javelin* Hands Used: One Range: Melee, Close Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Hunting Spear* Hands Used: Two Range: Melee, Close Damage: 1d8 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Harpoon* Hands Used: One Range: Melee, Close Damage: 1d8 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Pilum* Hands Used: One Range: Melee, Close Damage: 1d6 (piercing) Dice Effect: None Trident Hands Used: Two Range: Melee Damage: 1d8 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" War Fork Hands Used: Two Range: Melee Damage: 1d6 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:54:46 GMT -6
Post by NPC on Jan 3, 2023 17:54:46 GMT -6
Firearm Weapons All Firearm Weapons do "piercing" damage. Firearm weapons cannot be defended (dodged) against with Expertises, unless noted otherwise. Firearm weapons use ammo. - Revolver Hands Used: One Range: Close, Medium Damage: 1d6 (piercing) Dice Effect: None Pistol Hands Used: One Range: Close, Medium Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Musket Hands Used: Two Range: Medium, Long Damage: 1d8 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Flintlock Pistol Hands Used: One Range: Melee, Close Damage: 1d6 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Hand-Cannon Hands Used: One Range: Close, Medium Damage: 1d10 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Matchlock Pistol Hands Used: One Range: Melee, Close Damage: 1d4 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Shotgun Hands Used: Two Range: Melee, Close Damage: 1d10 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Rifle Hands Used: Two Range: Medium, Long Damage: 1d8 (piercing) Dice Effect: None Blunderbuss Hands Used: Two Range: Melee, Close Damage: 1d10 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Matchlock Rifle Hands Used: Two Range: Medium, Long Damage: 1d8 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Sniper Rifle Hands Used: Two Range: Long, Extreme Damage: 1d12 (piercing) Dice Effect: +6 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:54:57 GMT -6
Post by NPC on Jan 3, 2023 17:54:57 GMT -6
Projectile Weapons All Projectile Weapons do "piercing" damage. Projectiles with the word "crossbow" in their name are considered a Crossbow class for the purposes of Expertises. All others fall into the general Bow class. Projectile Weapons use ammo. - Short Bow Hands Used: Two Range: Close, Medium Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Composite Bow Hands Used: Two Range: Medium, Long Damage: 1d8 (piercing) Dice Effect: None Recurve Bow Hands Used: Two Range: Medium, Long Damage: 1d8 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Long Bow Hands Used: Two Range: Long, Extreme Damage: 1d10 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Hunter's Bow Hands Used: Two Range: Medium, Long Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Battle Bow Hands Used: Two Range: Close, Medium Damage: 1d8 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Light Crossbow Hands Used: Two Range: Close, Medium Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Crossbow Hands Used: Two Range: Medium, Long Damage: 1d8 (piercing) Dice Effect: None Heavy Crossbow Hands Used: Two Range: Medium, Long Damage: 1d10 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Repeating Crossbow Hands Used: Two Range: Close, Medium Damage: 1d6 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Hand Crossbow Hands Used: One Range: Close, Medium Damage: 1d4 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:56:33 GMT -6
Post by NPC on Jan 3, 2023 17:56:33 GMT -6
Thrown Weapons Most Thrown Weapons do "bladed" damage, with a few exceptions. A Thrown weapon must be recovered before used again. - Shuriken Hands Used: One Range: Melee, Close Damage: 1d4 (bladed) Dice Effect: +2 to "chance to hit" or "chance to defend" Balanced Knife Hands Used: One Range: Melee, Close Damage: 1d4 (bladed or piercing) Dice Effect: None Throwing Axe Hands Used: One Range: Close, Medium Damage: 1d6 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Balanced Axe Hands Used: Two Range: Close, Medium Damage: 1d8 (bladed) Dice Effect: -4 to "chance to hit" or "chance to defend" Darts Hands Used: One Range: Close, Medium Damage: 1d4 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Throwing Dagger Hands Used: One Range: Melee, Close Damage: 1d4 (piercing) Dice Effect: None Chakram Hands Used: One Range: Close, Medium Damage: 1d6 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Needles Hands Used: One Range: Melee, Close Damage: 1d4 (piercing) Dice Effect: -4 to "chance to hit" or "chance to defend" Throwing Irons Hands Used: One Range: Melee, Close Damage: 1d6 (blunt) Dice Effect: -2 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:56:46 GMT -6
Post by NPC on Jan 3, 2023 17:56:46 GMT -6
Staff Weapons All Staff Weapons do "blunt" damage. Staff weapons with an additional range of “Close” are considered ‘reach’ weapons. ‘Reach’ weapons cannot be used in ranges beyond Close. - Long Staff Hands Used: Two Range: Melee, Close Damage: 1d8 (blunt) Dice Effect: -2 to "chance to hit" or "chance to defend" Short Staff Hands Used: One Range: Melee Damage: 1d6 (blunt) Dice Effect: +2 to "chance to hit" or "chance to defend" Broom Hands Used: Two Range: Melee Damage: 1d4 (blunt) Dice Effect: -4 to "chance to hit" or "chance to defend" Bo Hands Used: Two Range: Melee Damage: 1d6 (blunt) Dice Effect: None Jo Hands Used: One Range: Melee Damage: 1d4 (blunt) Dice Effect: None Garnled Staff Hands Used: Two Range: Melee Damage: 1d8 (blunt) Dice Effect: -2 to "chance to hit" or "chance to defend" Quarterstaff Hands Used: Two Range: Melee Damage: 1d8 (blunt) Dice Effect: None Shinai Hands Used: One Range: Melee Damage: 1d6 (blunt) Dice Effect: None Cane Hands Used: One Range: Melee Damage: 1d4 (blunt) Dice Effect: +2 to "chance to hit" or "chance to defend" Bokken Hands Used: One Range: Melee Damage: 1d6 (blunt) Dice Effect: None
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Weapons
Jan 3, 2023 17:56:57 GMT -6
Post by NPC on Jan 3, 2023 17:56:57 GMT -6
Axe Weapons Most Axe Weapons do "bladed" damage, with a few exceptions. Axe weapons with an additional range of “Close” are considered ‘Thrown’ weapons. ‘Thrown’ weapons cannot be used in ranges beyond Close. A Thrown weapon must be recovered before used again. - Great Cleaver Hands Used: Two Range: Melee Damage: 1d12 (bladed) Dice Effect: -6 to "chance to hit" or "chance to defend" Hand Axe Hands Used: One Range: Melee, Close Damage: 1d6 (bladed) Dice Effect: +2 to "chance to hit" or "chance to defend" Hatchet Hands Used: One Range: Melee, Close Damage: 1d6 (bladed) Dice Effect: None Military Pick Hands Used: One Range: Melee Damage: 1d6 (piercing) Dice Effect: None Giant Axe Hands Used: Two Range: Melee Damage: 1d12 (bladed) Dice Effect: -4 to "chance to hit" or "chance to defend" Battle Axe Hands Used: Two Range: Melee Damage: 1d10 (bladed) Dice Effect: -4 to "chance to hit" or "chance to defend" Kama Hands Used: One Range: Melee Damage: 1d6 (piercing) Dice Effect: None Crescent Axe Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Twin-Bladed Axe Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Woodchopper Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: None Tomahawk Hands Used: One Range: Melee, Close Damage: 1d6 (bladed) Dice Effect: +2 to "chance to hit" or "chance to defend" Pickaxe Hands Used: One Range: Melee Damage: 1d6 (piercing) Dice Effect: -2 to "chance to hit" or "chance to defend" Cleaver Hands Used: One Range: Melee, Close Damage: 1d4 (bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Sickle Hands Used: One Range: Melee Damage: 1d6 (piercing or bladed) Dice Effect: -2 to "chance to hit" or "chance to defend" Shovel Hands Used: Two Range: Melee Damage: 1d8 (bladed or blunt) Dice Effect: -2 to "chance to hit" or "chance to defend"
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Weapons
Jan 3, 2023 17:57:08 GMT -6
Post by NPC on Jan 3, 2023 17:57:08 GMT -6
Shields Most Shields do "blunt" damage, with a few exceptions. Shield dice effects only count towards attacks made with the shield itself (such as bashing with a shield). Shields cannot be broken like Armor, unless specified by an Expertise. - Buckler Hands Used: One Range: Melee Damage: 1d4 (blunt) Dice Effect: +6 to "chance to hit" or "chance to defend" Resistance: +1 Small Shield Hands Used: One Range: Melee Damage: 1d6 (blunt) Dice Effect: +6 to "chance to hit" or "chance to defend" Resistance: +2 Large Shield Hands Used: One Range: Melee Damage: 1d8 (blunt) Dice Effect: +4 to "chance to hit" or "chance to defend" Resistance: +3 Spiked Shield Hands Used: One Range: Melee Damage: 1d8 (piercing) Dice Effect: +4 to "chance to hit" or "chance to defend" Resistance: +3 Tower Shield Hands Used: One Range: Melee Damage: 1d8 (blunt) Dice Effect: -4 to "chance to hit" or "chance to defend" Resistance: +4 Resistance
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Weapons
Jan 3, 2023 17:57:18 GMT -6
Post by NPC on Jan 3, 2023 17:57:18 GMT -6
Exotic Weapons All Exotic Weapons are different to one another and their damage types vary greatly. Some Melee weapons with an additional range of “Close” are considered ‘reach’ weapons, others ‘thrown’. ‘Reach’ weapons cannot be used in ranges beyond Close. A Thrown weapon must be recovered before used again. Ranged (non-Thrown) weapons use ammo. - Bola Hands Used: One Range: Melee, Close (Thrown) Damage: 1d6 (blunt) Dice Effect: None Shot Put Hands Used: One Range: Melee, Close (Thrown) Damage: 1d6 (blunt) Dice Effect: -4 to "chance to hit" or "chance to defend" Sling Hands Used: One Range: Close, Medium Damage: 1d4 (blunt) Dice Effect: +2 to "chance to hit" or "chance to defend" Blow-Dart Hands Used: One Range: Close, Medium Damage: 1d4 (pierce) Dice Effect: -2 to "chance to hit" or "chance to defend" Chain-Blade Hands Used: Two Range: Melee, Close (Reach) Damage: 1d8 (bladed) Dice Effect: -4 to "chance to hit" or "chance to defend" Whip Hands Used: One Range: Melee, Close (Reach) Damage: 1d8 (blunt) Dice Effect: -2 to "chance to hit" or "chance to defend" Fighting Fan Hands Used: One Range: Melee, Close (Thrown) Damage: 1d4 (blunt or bladed) Dice Effect: +2 to "chance to hit" or "chance to defend" Double-Bladed Sword Hands Used: Two Range: Melee Damage: 1d8 (bladed) Dice Effect: +4 to "chance to hit" or "chance to defend" Katar Hands Used: One Range: Melee Damage: 1d6 (bladed or pierce) Dice Effect: None Bagh Nakh Hands Used: One Range: Melee Damage: 1d4 (pierce) Dice Effect: None Suntetsu Hands Used: One Range: Melee Damage: 1d4 (blunt or pierce) Dice Effect: None Sai Hands Used: One Range: Melee, Close (Thrown) Damage: 1d6 (pierce) Dice Effect: +2 to "chance to hit" or "chance to defend" Nunchaku Hands Used: Two Range: Melee Damage: 1d8 (blunt) Dice Effect: +2 to "chance to hit" or "chance to defend" Chain Hands Used: Two Range: Melee, Close (Reach) Damage: 1d8 (blunt) Dice Effect: -4 to "chance to hit" or "chance to defend" Boomerang Hands Used: One Range: Melee, Close (Thrown, returns if a miss) Damage: 1d6 (blunt) Dice Effect: -4 to "chance to hit" or "chance to defend" Lance Hands Used: One Range: Melee, Close (Reach) Damage: 1d10 (pierce) Dice Effect: -6 to "chance to hit" or "chance to defend" (if on foot) Wand Hands Used: One Range: Close, Medium Damage: 1d6 (psychic) Dice Effect: +2 to “chance to hit” or “chance to defend” Note: 20 discharges (per day) Wizard’s Staff Hands Used: One Range: Close, Medium Damage: 1d8 (psychic) Dice Effect: None Note: 20 discharges (per day)
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