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Weapons

Weapons Reference

Below are all available weapon classes, categorized into the three distance groups (melee, skirmishing, and ranged), with their various requirements. Regardless of the type of weapon in-lore, it must mechanically fit to one of these classes.

Your character cannot carry more than two weapons of any kind on them at a time, though can carry either a meteor hammer or short sword as an extra weapon. Rolls to hit are made on the final action (i.e. on a two-action attack, roll to hit is on the second action).

Check your distance to a block by using /distance or to a player using /distance [username]. If your target falls within melee, skirmishing, or ranged distance, it will display beside the distance.


Melee (2 block range)


Unarmed

Old fashioned fists.

Sometimes you have to use old reliable (requires a free hand).

+2 when rolling to hit

One-handed 2 damage 1 action /roll unarmed
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
2.57 dmg avg. / turn
1.93 dmg avg. / turn
1.30 dmg avg. / turn
0.00 dmg avg. / turn
Arming Sword

Includes Bastardswords, Jians, etc.

These weapons are a solid choice for a beginning fighter.

+1 when rolling to hit

One-handed 4 damage 1 action /roll arming
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
4.41 dmg avg. / turn
3.86 dmg avg. / turn
3.31 dmg avg. / turn
2.22 dmg avg. / turn
Polearm

Includes Halberds, Poleaxes, etc.

These weapons are reliable in battle, though difficult to wield.

+2 when rolling to hit

Pierces armour (i.e. armour does not mitigate damage)

Two-handed 6 damage 2 actions (lift, strike) /roll polearm
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
3.84 dmg avg. / turn
3.84 dmg avg. / turn
3.84 dmg avg. / turn
3.84 dmg avg. / turn
Flail

Includes Morningstars, Mace and Chain, etc.

Requiring a bit of a trained hand, flails can pack quite a painful punch against a foe.

One-handed 5 damage 1 action /roll flail
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
4.45 dmg avg. / turn
4.02 dmg avg. / turn
3.56 dmg avg. / turn
2.67 dmg avg. / turn
Small Blade

Includes Daggers, Short-swords, etc.

These weapons are small, but can be useful in the right situation.

+3 when rolling to hit

One-handed 3 damage 1 action /roll small
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
4.30 dmg avg. / turn
3.60 dmg avg. / turn
2.86 dmg avg. / turn
1.45 dmg avg. / turn
Greatsword

Includes Greatswords, Greataxes, etc.

These weapons are the stuff of heroes and grand knights.

+1 when rolling to hit

Two-handed 8 damage 2 actions (lift, strike) /roll great
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
4.43 dmg avg. / turn
4.15 dmg avg. / turn
3.88 dmg avg. / turn
3.33 dmg avg. / turn
Finesse Blade

Includes Rapiers, Scimitars, etc.

These weapons require a skilled hand, rather than raw strength.

+3 when rolling to hit

+1 damage against unarmoured foes

One-handed 3 damage 1 action /roll finesse
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
5.74 dmg avg. / turn (+1)
3.60 dmg avg. / turn
2.86 dmg avg. / turn
1.45 dmg avg. / turn

Skirmishing (2-6 block range)


Javelin

Includes all throwing spears without a head (e.g. axe) on them.

Used in some battles, especially against mounted foes. Can be used in hand-to-hand, or thrown as a projectile.

+1 when rolling to hit

Pierces armour (i.e. armour does not mitigate damage)

One-handed 5 damage 2 actions (lift, throw) /roll javelin
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
2.75 dmg avg. / turn
2.75 dmg avg. / turn
2.75 dmg avg. / turn
2.75 dmg avg. / turn
Sling

Includes slings and hand crossbows.

A short range weapon that can pack a painful punch.

+1 when rolling to hit

Two-handed 6 damage 2 actions (pull-back, loose) /roll sling
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
3.31 dmg avg. / turn
3.04 dmg avg. / turn
2.76 dmg avg. / turn
2.21 dmg avg. / turn
Throwing Knife

Includes all throwing knives, throwing stars, etc.

A useful, silent weapon, though not particularly powerful. Mechanically this represents a bundle of knives/stars/so on (i.e. you do not have to recover them to throw again).

+1 when rolling to hit

One-handed 4 damage 1 action /roll throw
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
4.39 dmg avg. / turn
3.84 dmg avg. / turn
3.29 dmg avg. / turn
2.19 dmg avg. / turn
Meteor Hammer

Includes all throwing chains, balls, etc.

Easy to conceal and flexible while in use, these weapons form a useful tool for the skirmisher, especially when dual-wielded.

+2 when rolling to hit

One-handed 3 damage 1 action /roll meteor
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
3.84 dmg avg. / turn
3.20 dmg avg. / turn
2.56 dmg avg. / turn
1.27 dmg avg. / turn
Whip

Includes whips and cat-o-nine-tails, etc.

A less common weapon that is effective against unarmoured foes.

+3 when rolling to hit

+1 damage against unarmoured foes

Cannot penetrate heavy armour

One-handed 3 damage 1 action /roll whip
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
5.77 dmg avg. / turn (+1)
3.60 dmg avg. / turn
2.88 dmg avg. / turn
0.00 dmg avg. / turn

Ranged (3-30 block range)


Recurve Bow

Includes all bows not longbow or crossbow.

The classic mainstay of a hunter in the forest, or the occasional battle: very strong against unarmoured targets, though wanes in effectiveness against heavily armoured foes.

+2 when rolling to hit

+1 damage against unarmoured foes

Two-handed 3 damage 1 action /roll recurve
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
5.13 dmg avg. / turn (+1)
3.21 dmg avg. / turn
2.57 dmg avg. / turn
1.28 dmg avg. / turn
Crossbow

Includes all crossbow and mechanical bows.

Used for military might, found more in battle than a hunt. Heavy, but effective at punching through armour.

+3 when rolling to hit

Penetrates armour (i.e. armour does not mitigate damage)

Two-handed 5 damage 2 actions (load bolt, loose) /roll crossbow
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
3.60 dmg avg. / turn
3.60 dmg avg. / turn
3.60 dmg avg. / turn
3.60 dmg avg. / turn
Longbow

Includes all longbows.

Able to fire at long distances, though leaves you vulnerable up close. Not strong at one thing, but good for most circumstances.

+3 when rolling to hit

Two-handed 6 damage 2 actions (nock arrow, loose) /roll longbow
Average Stats
vs. unarmoured:
vs. light armour:
vs. medium armour:
vs. heavy armour:
4.34 dmg avg. / turn
3.98 dmg avg. / turn
3.62 dmg avg. / turn
2.89 dmg avg. / turn