Bashing Weapons

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.

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1) Planks & Clubs

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

Weapon Attack Parry Range Hit Chance Modifier Weight Space Taken Other Information Cost
Baton 2d4 1d3 1 0 3 2

Flammable

20.63
Large Club 1 + 2d3 0 2 -1 10 4

Flammable

16.88
Plank 2 0 1 0 2 2

Flammable

3.38
Small Club 1 + 1d3 0 1 0 7 2

Flammable

12.00

1.1) Plank & Club Enhancements

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

Weapon Attack Parry Range Hit Chance Modifier Weight Space Taken Other Information Cost
Argentum Recessed Blade +1 0 0 0; +1 if attacking undead 0.5 0
  • For batons only; adds a recessed blade to the side of the baton
  • weapon attack value to increase by 1d4 against the undead
15.00
Argentum Spikes +1 0 0 +1 against undead 0.3 0
  • Piercing Damage: 10% to Vitality
  • weapon attack value to increase by +1d4 against the undead
  • can't be used with claws, planks, or hammers
3.88
Aurum Recessed Blade +1 0 0 0; +1 is used by one who is of life element 0.5 0
  • For batons only; adds a recessed blade to the side of the baton
  • Increases the weapon's attack value by 1d4 if the wielder is of the life element
20.00
Aurum Spikes 1 0 0 +1 if wielded by one who is of the life element 0.3 0
  • increases the weapon's attack value by + 1d4 if the wielder is of the life element
  • can't be used with claws, planks, or hammers
  • Piercing Damage: 10% to Vitality
5.00
Nail +1 0 0 0 0.2 0

For planks only.

3.00
Steel Recessed Blade +1 0 0 0 0.5 0

For batons only; adds a recessed blade to the side of the baton

10.00
Steel Spikes +1d4 0 0 0 0.3 0
  • can't be used with claws, planks, or hammers
  • Piercing Damage: 10% to Vitality
3.13
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2) Hammers & Mallets

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

Weapon Attack Parry Range Hit Chance Modifier Weight Space Taken Other Information Cost
Great Mallet 1d12 + 2 0 2 -3 15 6

Not acceptable for races smaller than human size

117.50
Mallet 1d6 + 2 0 2 -1 12 5

N/A

81.25
War Hammer 1d8 + 1 0 1 -1 7.5 2

N/A

58.13
War Mallet 1d10 + 2 0 2 -2 12 5

N/A

93.75

2.1) Hammer & Mallet Enhancements

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

Weapon Attack Parry Range Hit Chance Modifier Weight Space Taken Other Information Cost
Argentum Spikes +1 0 0 +1 against undead 0.3 0
  • Piercing Damage: 10% to Vitality
  • weapon attack value to increase by +1d4 against the undead
  • can't be used with claws, planks, or hammers
3.88
Aurum Spikes 1 0 0 +1 if wielded by one who is of the life element 0.3 0
  • increases the weapon's attack value by + 1d4 if the wielder is of the life element
  • can't be used with claws, planks, or hammers
  • Piercing Damage: 10% to Vitality
5.00
Deep Claw +1d3 0 0 0 0 0

For war hammers only

15.00
Double Faced +2 0 0 -1 x 1.5 +2

N/A

25.00
Steel Spikes +1d4 0 0 0 0.3 0
  • can't be used with claws, planks, or hammers
  • Piercing Damage: 10% to Vitality
3.13
Thrusting Claw +1 0 0 0 0 0

For war hammers only

10.00
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3) Rods

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

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

N/A

72.50
Mace 2d4 1d4 2 -1 15 5

N/A

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

N/A

55.00
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4) Staffs

Staffs are the weapons of choice for wizards.

Weapon Attack Parry Range Hit Chance 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 = increases staff attack value and block value by 1d4
  • Air: Knock Back Ability = each hit uses air to knock the target back 1 space and increases attack value by +1
  • Water: Frozen Flame Ability = each hit does an extra 1d6 ice damage and has a 15% chance to freeze the target for 1 round 
  • Fire: Aura of Flame Ability = each hit does an extra 1d6 fire damage plus 1d4 non-stackable burn damage per round
  • Life: Electric Aura Ability = each hit does an extra 1d6 shock damage and has a 15% chance to stun the target for 1 round 
  • Death: Vampire's Poison Ability = each hit return 1⁄2 of the damage to the user and poisons the target for 1d4 per round, which is not stackable 
  • Time: Slow Bash Ability = each hit reduces the target's move by 1d6
  • Space: Psionic Command Ability = each hit has a 10% chance of causing target to fall under your command for 1 round
64.00
Staff 1d3 1d4 2 0 5 4

Flammable

10.94

4.1) Staff Enhancements

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

Weapon Attack Parry Range Hit Chance Modifier Weight Space Taken Other Information Cost
Improved Rune Crystal 0 0 0 0 0 0

Increases effect damage and block by 1d4.

20.00
Twisted Staff +2 +2 0 0 x 1.25 0

N/A

10.00
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5) 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 Hit Chance Modifier Weight Space Taken Other Information Cost
Bull Whip 2d4 0 4 -1 2 2

Flammable

23.75
Chain Whip 3d3 0 4 -2 4 3

N/A

50.00
Flail 3d4 0 4 -2 5 3

N/A

62.50
Horse Whip 2d3 0 4 -1 1.5 2

Flammable

18.44

5.1) Whip Enhancements

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

Weapon Attack Parry Range Hit Chance Modifier Weight Space Taken Other Information Cost
Add Chain Link 0 0 +1 per link -1 per 2 links +0.25 per link 0
  • For chain whips and flails only
  • Limit of 4 links
10.00
Argentum Spiked End +1 0 0 0; +1 if attacking undead +1 0

Increases attack value by 1d4 if attacking undead.

15.00
Aurum Spiked End +1 0 0 0; +1 is used by one who is of life element +1 0

Increases attack value by 1d4 if wielded by someone of the life element.

18.00
Braided +1 0 0 0 x 1.2 0

For horse whips and bull whips only.

6.00
Steel Spiked End +1 0 0 0 +1 0

N/A

12.50
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