Bashing Weapons are typically any weapon type that is blunt. Unlike swords which have sharp edges meant for slicing, bashing weapons have no sharp edges. They are  blunt and usually heavy weapons made for bashing. Bashing Weapons includes planks, clubs, hammers, mallets, mace, rods, staffs, and whips.

Planks & Clubs

Planks and clubs are crude cheap weapons that are typically cheap and easy to obtain. 

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Baton 2d4 2d3 1 -1 3 2

Flammable

20.63
Large Club 2d3 +1 N/A 2 1 10 4
  • Flammable
  • +1 to Crit
  • Crit doubles weapon attack dice value
16.88
Plank 2 N/A 1 0 2 2
  • Critical increases weapon attack value by 1d6
  • Flammable
3.38
Small Club 1d3 +1 N/A 1 0 7 2
  • Flammable
  • Critical doubles weapon's attack dice value
12.00

Plank & Club Enhancements

These are enhancements that you can have applied to your planks and clubs.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Argentum Recessed Blade +1 N/A N/A 0 0.5 0

Adds a recessed blade to the side of a baton. The blade is made of pure silver which has the following values:

  • Undead and Spirit Targets receive -1 evade penalty
  • Attack Value +1d4 against Undead and Spirit targets
10.00
Argentum Spikes +1 N/A N/A 0 0.3 0

Adds spikes to your bashing weapon made of pure silver:

  • Undead and Spirit Targets receive -1 evade penalty
  • Attack Value +1d4 against Undead and Spirit targets
  • Piercing Damage 10% to Vitality
  • Can not be used with claws, planks, or hammers
3.88
Aurum Recessed Blade +1 N/A N/A 0 0.5 0

Adds a recessed blade to the side of a baton. The blade is made of pure gold which has the following values:

  • Attack Value is increased by 1d4 if wielded by someone of the life element
  • -1 to target's Evade if wielded by someone of the life element
  • -1 to target's Evade if target is of the death element
15.00
Aurum Spikes 1 N/A N/A 0 0.3 0

Adds spikes to your bashing weapon made of pure gold:

  • Attack Value is increased by 1d4 if wielded by someone of the life element
  • -1 to target's Evade if wielded by someone of the life element
  • -1 to target's Evade if target is of the death element
  • Piercing Damage 10% to Vitality
  • can't be used with claws, planks, or hammers
5.00
Nail +1 N/A N/A 0 0.2 0
  • For Planks Only
  • 1 Vitality Damage
2.50
Steel Recessed Blade +1 N/A N/A 0 0.5 0

Adds a recessed blade to the side of a baton.

6.00
Steel Spikes +1 N/A N/A 0 0.3 0

Adds spikes to your bashing weapon:

  • Piercing Damage 10% to Vitality
  • Can not be used with claws, planks, or hammers
3.13

Hammers & Mallets

Typically used for construction, hammers and mallets have proven to pack quite a punch on the battlefield.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Great Mallet 1d12 +2 N/A 2 3 15 6
  • Too large for races smaller than human size
  • +1 to Critical
117.50
Mallet 1d6 +2 N/A 2 1 12 5

N/A

81.25
War Hammer 1d8 +1 N/A 1 1 7.5 2

Increase damage by 1d6 on critical

58.13
War Mallet 1d10 +2 N/A 2 2 12 5

N/A

93.75

Hammer & Mallet Enhancements

These are enhancements that you can have applied to your hammers and mallets.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Argentum Spikes +1 N/A N/A 0 0.3 0

Adds spikes to your bashing weapon made of pure silver:

  • Undead and Spirit Targets receive -1 evade penalty
  • Attack Value +1d4 against Undead and Spirit targets
  • Piercing Damage 10% to Vitality
  • Can not be used with claws, planks, or hammers
3.88
Aurum Spikes 1 N/A N/A 0 0.3 0

Adds spikes to your bashing weapon made of pure gold:

  • Attack Value is increased by 1d4 if wielded by someone of the life element
  • -1 to target's Evade if wielded by someone of the life element
  • -1 to target's Evade if target is of the death element
  • Piercing Damage 10% to Vitality
  • can't be used with claws, planks, or hammers
5.00
Deep Claw +1d4 N/A N/A 0 0
  • For war hammers only
  • Can use claw side for 1d6 less damage but 10% piercing damage to Vitality
15.00
Double Faced + 1d4 N/A N/A 1 increase weapon's total weight by x 1.5 2

Cannot be applied to Hatchet or Hand Scythe.

10.00
Steel Spikes +1 N/A N/A 0 0.3 0

Adds spikes to your bashing weapon:

  • Piercing Damage 10% to Vitality
  • Can not be used with claws, planks, or hammers
3.13

Rods

Rods are harden poles that originated in training rooms. They are valued for their versatility.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Battle Rod 1d6 +1 1d6 +1 2 0 10 4

N/A

72.50
Mace 2d6 1d4+2 2 1 15 5

+1 to Critical

128.75
Rod 1d4 +1 1d4 +1 2 0 8 4

N/A

55.00

Staffs

Staffs are the weapons of choice for runic mages.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Quarter Staff 2d3 2d4 2 -1 6 4

Flammable

16.56
Rune Staff 2 1d4 2 0 4.4 4

Increases Runic Speed by 1

The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul per hit or block with the staff with the ability activated. 

  • Earth: Solidity Ability =  Normal Arcana -2 check increases staff attack value and block value by 1d4, Critical on check doubles increase
  • Air: Knock Back Ability = Normal Arcana -2 check to knock the target back 1 space and increases attack value by +1, Critical on check knocks target out 1 round
  • Water: Frozen Bash Ability = Normal Arcana -2 check does an extra 1d6 ice damage,  Critical on check freezes the target for 1 round 
  • Fire: Burning Bash Ability = Normal Arcana -2 check does an extra 1d6 fire damage, Critical on check causes  1d4 non-stackable burn damage per round
  • Life: Electric Bash Ability = Normal Arcana -2 check does an extra 1d6 shock damage, Critical on check stuns the target for 1 round 
  • Death: Vampire's Poison Ability = Normal Arcana -2 check inflicts 1d4 non-stacking poison damage, Critical on check returns 1⁄2 of the damage to the user
  • Time: Slow Bash Ability = Normal Arcana -2 check reduces the target's move by 1d6 for 1 round, Critical on check reduces target's move to 1 for 1 round
  • Space: Fear Strike Ability = Normal Arcana -2 check dazes target for 1d4 rounds, Critical on check causes target to flee battle
64.00
Staff 1d3 1d4 2 0 5 4
  • Flammable
  • +1 to Arcana
12.94

Staff Enhancements

These are enhancements that you can have applied to your staff.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Improved Rune Crystal + Runic Power to Attack + Runic Power to Parry N/A 0 N/A 0

N/A

20.00
Twisted Staff +2 +2 N/A 0 increases weapon's total weight by x 1.25 0

N/A

5.00

Whips

Whips are typically any weapon type that are made of hard cloth or chain of long length attached to a handle. They have a wide range of uses, not only for combat.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Bull Whip 2d4 N/A 4 1 2 2

Flammable

23.75
Chain Whip 3d3 N/A 4 2 4 3

N/A

50.00
Flail 3d4 N/A 4 2 5 3

N/A

62.50
Horse Whip 2d3 N/A 4 1 1.5 3

Flammable

18.44

Whip Enhancements

These are enhancements that you can have applied to your whip.

Weapon Attack Parry Range Evade Modifier Weight Space Taken Other Information Cost
Add Chain Link N/A N/A +1 per link 1 +0.25 per link 0
  • For chain whips and flails only
  • +1 to Evade Modifier per every 2 links added
  • Limit of 4 links
10.00
Argentum Spiked End +1 N/A N/A 0 +1 0

Adds spikes to your whip made of pure silver:

  • Undead and Spirit Targets receive -1 evade penalty
  • Attack Value +1d4 against Undead and Spirit targets
  • Piercing Damage 10% to Vitality
10.00
Aurum Spiked End +1 N/A N/A 0 1 0

Adds spikes to your whip made of pure gold:

  • Attack Value is increased by 1d4 if wielded by someone of the life element
  • -1 to target's Evade if wielded by someone of the life element
  • -1 to target's Evade if target is of the death element
  • Piercing Damage 10% to Vitality
15.00
Braided +1 N/A N/A 0 increases weapon's total weight by x 1.2 0

For horsewhips and bull whips only.

5.00
Steel Spiked End +1 N/A N/A 0 1 0

Piercing Damage 10% to Vitality

8.50