Edinburgh Castle (18).JPG
Photo Courtesy of Robert Gray, Edinburgh Castle, August 2012

  • Prices listed are buying prices for normal market conditions
  • Sell price is 10% of buying price under normal market conditions
  • 10 SP = 1 GP
  • NEW PRICING LIST HAS BEEN ROLLED OUT FOR ALL WEAPON TYPES, MOST HAVE BEEN CONSIDERABLY REDUCED WITH THE EXCEPTION OF XL WEAPONS WHICH HAVE SLIGHTLY INCREASED
  • For a complete list and description of weapon attributes see the Glossary

Weapon Load Outs


Every character is allowed a primary weapon load out and a secondary weapon load out (Common example would be wielding a sword and shield in your primary mainhand/offhand, with a bow and quiver in your secondary mainhand/offhand). This represents weapons that are sheathed or otherwise stored on your character in a readily accessible manner. Characters may switch between load outs for no cost (i.e. does not require a instant or action), but can only do so during their own turn.

Example of how Weapon Load outs Function: Bow and Sword
You have a bow in your primary load out (for ranged damage) and a sword in your secondary load out (for melee damage and parrying). You are facing off one on one versus an Orc armed with an axe. You are first in the turn order. When the battle begins you have your bow in hand because it is your primary load out. On your turn so you shoot with your bow (an action, and actions always end your turn). That means now during the enemies turn your bow is still in your hand. So when he rushes into base contact and swings at you, you can't parry with your sword because its still sheathed. Now its your turn again. You switch to your sword and attack (again an action, and actions always end your turn). Now during the enemies turn your sword is in your hand so when he swings you can parry. But lets say a second Orc arrives on the scene, placed last in the turn order, the moves towards you but fails to get into base contact. Hoping to one shot him before he can get into base contact, on your turn you switch to your bow again and take a shot. It's your lucky day, you score a massive Crit and drop the new Orc before he can get to you. However, the original Orc continues to swing at you, this time you cannot parry because you sheathed your sword to take the shot.

Example of how Weapon Load outs Function: Axes and Staff
You have a dual wield axes in your primary load out (for melee damage) and a 2 handed staff in your secondary load out (for the ward-off). You are facing off one on one versus an Orc armed with an axe. You are first in the turn order. When the battle begins you move into base contact with the Orc and swing both your axes (an action, and actions always end your turn). That means now during the enemies turn your axes are still in your hand. So when he swings at you, you can't ward him off with your staff because its still slung across your back. The Orc Crits you really hard and just about kills you. Now its your turn again. You switch to your staff and attack, even those its a much weaker attack that your two axes, because you're desperate to stay alive until back up arrives (again this is an action, and actions always end your turn). This time during the enemies turn your staff is in your hand so when he swings you can attempt to ward him off, which you do. Just before your turn, your healer arrives on the scene and Crit heals you back into the fight. So you switch back to your dual wield axes and put the Orc down for good.

Primitive Weapons


Primitive Weapons do not require any kind of weapon proficiency to wield, however they also cannot benefit from a Weapon Specialization. They are constructed from naturally occurring, typically unrefined materials. As such they are considerably cheaper than more sophisticated weapons, and do not require a Secondary Skill to produce. However due to their primitive nature they cannot have advanced craftings or enchants bestowed upon them. They also tend to be somewhat fragile and even awkward to wield at times, therefore any primitive weapon critical miss chance is doubled and results in the weapon shattering or breaking anytime a critical miss occurs. This renders the weapon non-functional until it can be repaired.



Simple Weapons



Simple Weapons do not require any kind of Weapon Proficiency to wield in combat, however they also cannot benefit from a Weapon Specialization. Simple weapons are often not weapons at all, but rather common manufactured goods or tools that can be used as a weapon in a pinch. Other times they are just weapons that lack any complex design or manufacturing techniques. Regardless, they are generally cheaper to manufacture than true weapons, and typically do not require a Secondary Skill to produce. Simple weapons are not built for prolonged combat use, and therefore do not stand up well to the task. Therefore any critical miss with a simple weapon results in the weapon shattering or breaking. This renders the weapon non-functional until it can be repaired.




Fist Weapons


Fist weapons (sometimes referred to as Fist-Mounted) do not require any kind of Weapon Proficiency to wield in combat and around typically fitted over on the wielders bare fists, gloves, or gauntlets. In some instances they can be built directly into hand armor. Regardless, they are designed to act as weapon while still allowing the hand to remain free for other uses such as equipping another weapon, casting spells, or using miscellaneous items (i.e. holding a torch or carrying a religious relic). Fist Weapons can be dual wielded without having the appropriate Secondary Skill, but are still sold as a single item. Therefore if being used as a pair, you will need to buy two. Fist Weapons can have enchanting and crafting effects placed on them, however if used as a pair treat them as a single weapon for both the costs and effects of any enchants or craftings. If another item is equipped in a free hand that has a fist weapon attached to it, the enchants and craftings of the fist weapon are ignored. (i.e. Cestus of Greater Flame does NOT add its fire damage if the wielder attacks with a sword held in the same hand that has the Cestus equipped.)


Knives


Knives are small bladed weapons characterized by relatively low damage potential, but excel at Stealthy attacks. Because of their relatively simple design and use they do not require proficiency to wield in melee combat, though some classes still do not have a natural proficiency with them. Knives are extremely useful as a Thrown weapon, however this requires some skill and training and as such when used as throwing weapons Knives do require proficiency.


Swords


Swords are bladed weapons of medium to large size, characterized by their ability to Parry an opponents melee attacks. Swords most often inflict piercing or cutting damage. Many swords are designed to be sued in both one or two hands, making them versatile and effective close combat weapons.

Swords (2 handed)



Two handed swords are heavy bladed weapons capable of inflicting massive damage and excel at Overpowering an opponent's defensive capabilities (i.e. parry, block, ward-off). However they do trade off some of their own parrying capabilities, compared to their one handed counterparts.


Bludgeons


Bludgeon weapons are in many ways simply the evolution of more primitive weapons such as clubs. They feature impact or crushing damage with the potential to Stun enemies and also inflict a reduced portion of damage even when an opponent armor saves (Crushing Blow). This makes bludgeon weapons ideal against high armor targets. Bludgeons tend to have more consistent, but slightly lower damage output than bladed weapons.

Bludgeons (2 handed)


Two handed bludgeon weapons excel against high armor targets, inflicting even more crushing damage than their one handed counterparts, however they trade off some of their stun potential.


Axes


Axes typically feature a small wedge or crescent shaped blade fixed to the end of wooden shaft. While they lack the versatility or functionality of swords and bludgeons, they excel at delivering high damage critical hits due to the Cleaving nature of their design. Many axe designs can be wielded in one or two hands as the situation requires.


Axes (2 handed)


Two handed axes are generally just larger forms of their one handed counterparts, though some can be used as either one or two handed.

Hand Weapons


Hand Weapons designed to be used as a matching pair and are usually built into a glove or gauntlet, or mounted onto a frame that can be gripped easily in ones fist. They are ideally suited to for Dual Wield applications and are typically sold in sets of two, and therefore pricing is for a pair. If necessary divide prices by two for buying or selling a single weapon. All Hand Weapons can be dual wielded without having the Dual Wield Secondary Skill, provided they are use as a matching pair of identical weapons (though Enchants and Craftings can vary).


Polearms


Polearms represent a variety of weapons, with the single commonality of being mounted on the end of (typically) wooden poles. In many cases they mimic the form and function of sword, bludgeon, or axes type weapons, but have the benefit of extended Melee-Range and the defensive capability of being able to Ward-Off an opponents attacks. Polearms often encompass a wide range of beneficial attributes, however this is balanced against the fact that most polearms must be wielded with two hands.


Staves


Staves are similar to Polearms in many respects, however they typically trade offensive functionality for the ability to stun opponents. Staves are highly favored by many of the more fragile faith and spirit classes for their strong defensive capability for a reasonable price.


Whips


Whips are a highly specialized weapon type that excel at longer range melee style attacks and can also be used to Steal Weapons from your opponents. Though they lack damage output compared to some weapons, they can be highly useful tools in the right hands. They are also useful when a non-lethal means of inflicting immense pain is required.


Bows


Bows are a simple and effective long Ranged weapon that can fire a steady stream of arrows often in short succession so long as opponents stay out of base contact. They are most effect when the archer can line up shots without having to move, as they do suffer "to hit" penalties for moving and shooting. It is recommended that a quiver is used to prevent wasting unnecessary time retrieving arrows from a pack.


Crossbows


Crossbows are a more advanced Reload-Ranged weapon, with a slower rate of fire due to their long reload process. Due to their heavier, mechanically assisted draw, Crossbows strike with an incredible amount of impact and excel at piercing armor, though the more compact ammo design does decrease range somewhat.


Shields


Shields are often thought of as a type of armor, as their primary function is defense. However they are wielding in the offhand and can be used offensively as well as defensively, inflicting low damage but capable of stunning opponents with a well placed Shield Blow. In the right hands they can be deadly, and are always welcome when attempting to block an opponent's melee or ranged attacks.


Wands


Wands are a type of weapon used exclusively by spirit classes. On their own a Wand often appears as little more than a stick or fine delicate metallic rod, clearly of no use on the battlefield. However in the hands of a Spirit user they can channel the innate spiritual energy of their wielder, acting as a short range back up weapon when a spirit user has expended their reserves.

Wands are a one-handed ranged weapon (generally range 10") wielded by Spirit users. Wand attacks are treated the same as LoS Spirit powers; therefore all +Hit, Crit, and Damage bonuses run off of Spirit bonuses and targets use resistance + dodge. The damage they deal scales based on the quality of the wand and is of the same source as the School of Spiritual Powers that the wielder uses. In cases where the wielder uses more than one school of Spirit power, use the school that they have the most powers memorized, or in the case of Runeweavers, that they currently have activated. Wands CANNOT be dual wielded and CANNOT be used against targets in base contact.