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 small weapon 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).
Some weapon templates have specific stat requirements listed as Stat: Skill. The sum of points in that skill and its related stat must equal of surpass the number - for example, to meet DEX: Acrobatics +2, your Dexterity + Acrobatics must be 2 or higher.
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
Average Stats
Arming Sword
Includes Bastardswords, Jians, etc. These weapons are a solid choice for a beginning fighter. +1 when rolling to hit
Average Stats
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)
Average Stats
Flail
Includes Morningstars, Mace and Chain, etc. Requiring a bit of a trained hand, flails can pack quite a painful punch against a foe. +2 damage against medium and heavy armour
Average Stats
Large Shield
Though used for defence, in a pinch a shield can be used as a bashing tool. Pierces armour (i.e. armour does not mitigate damage)
Average Stats
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Small Weapon
Includes Daggers, Short-swords, etc. These weapons are small, but can be useful in the right situation. +3 when rolling to hit
Average Stats
Greatsword
Includes Greatswords, Greataxes, etc. These weapons are the stuff of heroes and grand knights. +1 when rolling to hit
Average Stats
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 Bypasses grazing hits (i.e. grazing hits take full damage)
Average Stats
Small Shield
Though used for defence, in a pinch a shield can be used as a bashing tool. +1 when rolling to hit Pierces armour (i.e. armour does not mitigate damage)
Average Stats
Arcane Staff
A staff embued with arcane energies that give it an extra kick. A gemstone is set somewhere in its length, the colour of which determines the colour of the weapon's arcane flair. +3 when rolling to hit
Average Stats
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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)
Average Stats
Sling
Includes slings and hand crossbows. A short range weapon that can pack a painful punch. +1 when rolling to hit
Average Stats
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
Average Stats
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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
Average Stats
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
Average Stats
Arcane Wand
A carved or forged instrument of raw arcana, this weapon can be used to create arcane projectiles at short-range. A gemstone is set somewhere in its length, the colour of which determines the colour of the weapon's arcane flair. Requires some verbal cue to cast. +2 when rolling to hit Pierces armour (i.e. armour does not mitigate damage)
Average Stats
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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 Bypasses grazing hits (i.e. grazing hits take full damage)
Average Stats
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)
Average Stats
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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
Average Stats
Spellbook
An arcane tome of some sort, containing incantations that can be used to summon arcane fury from a distance. A gemstone is set somewhere in its form, the colour of which determines the colour of the weapon's arcane flair. Requires some verbal cue to cast. +3 when rolling to hit Pierces armour (i.e. armour does not mitigate damage)
Average Stats
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