Weapons: A-Z Index

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Aurum Marble 3 N/A 0 0 0.2 0.1 Seems to resonate with those of the life element. This increases the weapon's attack value by x 1.5. 2.82

A

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Argentum Claws 5 + 1d4 N/A 1 +5 against undead 0.5 0
  • weapon attack value to increase by x 1.5 against the undead
  • can do slashing damage and slashing attacks and use slashing proficiency
7.04
Argentum Edged x 1.5 against undead N/A 0 +5 against undead 0 0 This coats the edge of the blade in pure silver, which seem to affect the undead more than normal metal. This causes the weapon attack value to increase by x 1.5 against the undead. This is for all undead, including spirits. 7.00
Argentum Marble 4 N/A 0 0 0.2 0.1 increased damage against undead and spirits by 20% 1.88
Argentum Spikes 4 N/A 0 +5 against undead 0.3 0
  • Piercing Damage: 10% to Vitality
  • weapon attack value to increase by x 1.5 against the undead
  • can't be used with claws
3.88
Aurum Claws 3 + 1d4 N/A 1 +5 if wielded by one who is of the life element 0.5 0
  • ncreases the weapon's attack value by x 1.5, if the wielder is of the life element
  • can do slashing damage and slashing attacks and using slashing proficiency
9.38
Aurum Edged x 1.5 if wielded by one who is of the life element x 1.25 if wielded by one who is of the life element 0 +5 if wielded by one who is of the life element 0 0 This coats the edge of the blade in pure gold, which seems to resonate with those of the life element. This increases the weapon's attack value by x 1.5, the weapon's parry value by x 1.25 10.00
Aurum Spikes 3 N/A 0 +5 if wielded by one who is of the life element 0.3 0
  • increases the weapon's attack value by x 1.5, if the wielder is of the life element
  • can't be used with claws
  • Piercing Damage: 10% to Vitality
5.00

B

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Battle Bow 4 + 2d8 N/A shooting range of 1d12 + 2; must be at least 2 spaces away to use +5 1.75 10 flammable 121.49
Blast Focus +5 N/A +5 +5 N/A N/A N/A 75.00
Bloodsport Crossbow Bolt 15 N/A N/A N/A 0.1 0.1
  • Does Piercing Damgage
  • 30% Piercing
2.50
Bone Barbed Head Arrow 5 + 1d10 N/A  With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.17 0.1
  • always crit (hit and magic) if wielded by a death element
  • Luck Chance to cause Bleeding Out damage of 1d4
1.20
Bone Bodkin Arrows 4 + 1d10 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.17 0.1
  • always crit (hit and magic) if wielded by a death element
  • 20% Piercing damage to HP against chain and plate armored targets
1.14
Bone Boomerang 5 + 1d10 + 1d8 N/A throw range + 1d10 +5 0.64 2
  • when thrown returns to user
  • hits every target it path when thrown and returning to user
  • returning throw arc is 3 spaces left or right of intended target
  • always crit (hit and magic) if wielded by a death element
16.30
Bone Forked Head Arrows 2 + 1d10 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.18 0.1
  • always crit (hit and magic) if wielded by a death element
  • 25% chance to stun target 1 round
1.39
Bone Swallowtail Arrows 5 + 1d10 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.22 0.1
  • always crit (hit and magic) if wielded by a death element
  • 20% piercing damage straight to Vitality against leather and scale armor targets
1.56

C

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Carbon Fiber Broadhead Arrow 5 + 1d10 N/A N/A N/A 0.15 0.1
  • Does Piercing damage
  • Critical Hit causes wounds and bleeding damage of 1d6 per round
2.00
Chain Gloves 6 4 1 +2 1 2 Can apply the following enhancement to the weapon:
Reinforced: Increases Attack and Parry by x 1.25, increasing the cost by x 1.5.
9.32
Competition Crossbow 4 + 2d8 N/A     shooting range of 1d12 + 4; must be at least 2 spaces away to use +5 2.5 8

Modifications you can apply:

  • Sight: increase Hit Chance and Hit Targeting by +5, costs 25.00
150.00
Composite Recurve Bow 5 + 1d12 N/A shooting range of 2d8 + 6; must be at least 3 spaces away to use +5 0.8 10 Modern take on the traditional bow, fires a single arrow. 125.00
Compound Bow 6 + 1d20 N/A shooting range of 1d20 + 4; must be at least 1 space away to use +8 1.5 12

A compound bow is a bow that uses a levering system, usually of cables and pulleys, to bend the limbs.

Improvements that can be applied:

  • Carbon Fiber Strings: Increased durability by +500, cost 25.00
  • Peep Sight: increase Hit Chance by +3, cost 20.00
  • Arrow Loader: Places spots to preload up to 5 arrows for quicker arrow loading, removing the support action to load to 1 support action per 5 arrows, cost 20.00
200.00
CR 1 Revolver 20 N/A 10 +5, decrease by 5 per each additional shot due to recoil 8 5 Rate of Fire: up to 6 per action
Must be reloaded after every 6th shot
100.00
CR 2 Revolver 40 N/A 10 +5, decrease by 5 per each additional shot due to recoil 12 5 Rate of Fire: up to 6 per action
Must be reloaded after 6th shot
300.00
CR 3 Revolver 90 N/A 8 -1, hit chance decreases by 5 per additional shot 14 5
  • Rate of Fire: up to 6 per action
  • Must be reloaded after 6th shot
  • 10% chance of jamming
  • If unarmored, bullet will pass through target to next target behind it within range
600
CR Gladiator 20 N/A 8 -2, hit chance decreases by 3 per additional shot 10 20
  • Must be reloaded after 4th shot
  • Blade Attack: 18 cutting damage
  • Rate of Fire: up to 4 per action
260.00
CR Overwatch 70 N/A 18 0, hit chance decreases by 4 per shot 18 18
  • Rate of Fire: up to 6 per action; reaction checks can interrupt
  • Must be reloaded after 6th shot.
375.00
CR Type 1 20 N/A N/A N/A 0.1 0.01 N/A 1.50
CR Type 1 Armor Piercing 20 N/A N/A N/A 0.1 0.01 Ignores 50% of target's armor. 4.00
CR Type 1 Stun Bullet 15 N/A N/A N/A 0.1 0.01
  • Dazes target 1d4 rounds
  • 15% chance to stun target 1 round
3.00
CR Type 2 30 N/A N/A N/A 0.1 0.01 N/A 2.00
CR Type 2 Fire 40 N/A N/A N/A 0.1 0.01
  • Does 4d20 + runic energy damage
  • Inflicts 2d20 burn damage
4.00
CR Type 2 Lightening 40 N/A N/A N/A 0.1 0.01
  • Deals 5d20 + runic energy damage
  • 10% chance to stun target 1 round
4.00
CR Type 3 40 N/A N/A N/A 0.1 0.01 N/A 2.50
CR Type 3 Scatter Shot 30 N/A N/A N/A 0.1 0.01 Scatters shot so that it affects target and 1x1 space area around target. 2.75
CR Type 4 45 N/A N/A N/A 0.1 0.01 N/A 2.75

D

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Dart 3 + 1d4 N/A throw range x 2 +5 0.12
  • Piercing Damage: 50% to Vitality
  • can be dipped with offensive potions
0.97
Dart Shooter 2d8 N/A 1d20 0 0.25 0.25 flammable 0.65
Double Barrel 12-Gauge Shotgun 30 N/A 12 -15 28 18
  • You can load and shoot 2 shells with one attack
  • Shotguns come with a recoil penalty that reduces Hit Targeting by 15 and causes 1d20 damage to wielder

You can apply the following enhancements to your shotgun

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
650.00
Double Barrel 20-Gauge Shotgun 20 N/A 12 -15 28 18
  • You can load and shoot up to 2 shells in a single attack
  • Shotguns come with a recoil penalty that reduces Hit Targeting by 15 and causes 1d12 damage to wielder

You can apply the following enhancements to your shotgun

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
450.00

E

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Electrified Net 2d20 N/A throw range +5 20 5
  • Traps enemies, enemies must make strength check to escape.
  • Shocks enemies for 5d12 life magic damage per round trapped, including right when trapped
  • 40% chance to daze target for 1 round, 20% chance to stun target for 1 round; chances are each time shocked
50.00

F

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Fiberglass Explosive Arrow 2 + 1d% N/A N/A N/A 0.15 0.1
  • Does Piercing damage
  • Explodes on impact, explosion radius confined to 1 space
2.50
Fiberglass Screamer Arrow 4 + 1d10 N/A N/A +5 0.1 0.1
  • Does Piercing damage
  • Emits high pitch noise as it flies distracting target, giving target a 10 evade penalty
2.25
Fiberglass Skinny Arrow 4 + 1d10 N/A N/A N/A 0.1 0.1
  • Does Piercing damage
  • 25% Piercing damage
1.85
Fire Bomb 3d% N/A throw range + effect radius area of effect 1 1
  • explosion of fire affecting a 3x3 space area
  • burn damage to affected of 1d12 per round until healed
  • explodes upon impact
60.00
Flash Bomb 3d12 N/A throw range + effect radius area of effect 1 1
  • Explodes as a flash of light covering a 4x4 space area
  • All targets affected are hit with visual instability, 20% chance of blindness for 3 rounds
  • Explodes on impact
40.00

G

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Gauntlets 10 7 1 +2 2 3 Can apply the following enhancement to the weapon:
Reinforced: Increases Attack and Parry by x 1.25, increasing the cost by x 1.5.
17.32
Got-Xen Rabid Wolf 65 N/A 12 -10 25 18
  • Rate of Fire: 1 to 2 per action
  • Must be reloaded after the 2nd shot.
250.00
Got-Xen Xeno Striker 40 N/A 15 -5; hit chance decreases by 5 per shot 40 20
  • Rate of Fire: up to 12 per action, reaction checks possible every other shot
  • Must be reloaded after 12th shot
  • 20% chance of jamming each shot
  • 15% chance of backfire for 1d10 HP damage to user
400.00
Got-Xen Xeno Sweeper 40 N/A 15 -1; hit chance decreases by 3 per shot 30 18
  • Rate of Fire: Up to 5 per action, no reaction chances
  • Must be reloaded after 5th shot.
700.00
Gunblade Conversion 24 (blade only) N/A 2 (blade range only) -5 (gun firing only) 15 (blade weight) 15 Adds rune stone slot for blade effect only. 200.00
Gun Sights N/A N/A +2 +5 +0.5 0 N/A 25.00
Gun Sights N/A N/A +2 +5 +0.5 0 N/A 25.00
GX Shotgun Rounds 35 N/A N/A N/A 0.1 0.01 N/A 3.25
GX Shotgun Special Rounds 60 N/A N/A N/A 0.1 0.01 N/A 4.00

H

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Hunting Bow 4 + 1d12 N/A shooting range of 1d12 + 6; must be at least 3 spaces away to use +5 1.5 10 flammable 108.60

I

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Improved Runic Crystal N/A N/A +5 +5 N/A N/A Increases the attack value of the runic blast by an additional 10% (x1.1). 100.00
Incapacitator Crossbow Bolts 12 N/A N/A N/A 0.1 0.1
  • Does Piercing damage
  • Attack dazes target 1 round
  • Critical Hit stuns target 1 round
2.75

L

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Leather Gloves 3 + 1d6 2 1 +2 0.25 2 Can apply the following enhancement to the weapon:
Belted: Increases Attack and Parry by x 1.25, increasing the cost by x 1.5.
3.29
Lightning Bomb 3d% N/A throw range + effect radius area of effect 1 1
  • Explodes  like a tesla coil with lightning radiating outwards as a sphere covering a 3x3 space area
  • Dazes targets affected for 1d4 rounds
  • 30% chance to stun affected targets for 1 round
  • Explodes on impact
70.00
Long Bow 3 + 1d10 N/A shooting range of 1d12 + 10; must be at least 4 spaces away to use +5 1.25 10 flammable 95.71
Long Runic Rifle 22 N/A 20 +10 18 20 Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone. 700.00

O

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Oak Barbed Head Arrow 4 + 1d8 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.33 0.1
  • flammable
  • Luck Chance to cause Bleeding Out damage of 1d4
0.73
Oak Bodkin Arrows 3 + 1d8 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.32 0.1
  • flammable
  • 20% Piercing damage to Vitality against chain and plate armor
0.65
Oak Boomerang 4 + 2d8 N/A throw range + 1d10 +5 1.24 2
  • when thrown returns to user
  • hits every target it path when thrown and returning to user
  • returning throw arc is 3 spaces left or right of intended target
14.13
Oak Forked Head Arrows 2 + 1d8 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.35 0.1
  • flammable
  • 25% chance to stun target 1 round
0.89
Oak Swallowtail Arrows 4 + 1d8 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.42 0.1
  • flammable
  • 20% Piercing damage to Vitality against leather and scale armored targets
0.94

P

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Pipe Bomb 1d6 number of percent dice N/A throw range + effect radius area of effect 1 1
  • Crude explosive, attack value is a random amount of percentile dice
  • explodes spreading nail shrapnel affecting a 1d6 x 1d6 space area
  • deals explosive and piercing damage - 20% piercing

Explosive Triggers Can Be:

  • fuse - comes with pipe bomb
  • pressure plate to explode on impact: costs 20.00
  • remote link to trigger with smart phone: costs 60.00
80.00

R

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Recoil Dampener N/A N/A -2 N/A 4 0 Reduces Hit Chance penalty per additional shot by half. 80.00
Recoil Dampener N/A N/A -2 N/A 4 0 Reduces Hit Chance penalty per additional shot by half. 80.00
Reinforced Bow 1d8 N/A 0 0 0.5 0 Removes flammability from bow 5.00
Revolver Suppressor N/A N/A -5 -5 0.5 1 Decreases firing noise by 90%, making it hard to hear unless the area is quiet.
Reduces Rate of Fire by 1.
20.00
Rifle Suppressor N/A N/A -5 -5 1 1
  • Reduces gun firing noise by 99%.
  • Reduce Rate of Fire by 1
40.00
Ringed Knuckles 5 N/A 1 +2 0.65 0.5 N/A 6.57
Rune Stone Slot N/A N/A N/A N/A N/A N/A Adds a slot for a second rune stone that can be used to apply weapon effects when acquired like with any traditional weapon. 20.00
Runic-Teck Knuckles 15 + 1d20 N/A 1 0 5 2 Adds runic energy and elemental attack to your punching attack. 15.00
Runic Gauntlet 20 + 2d12 10 1 0 4 5
  • Special gauntlet that contains an embedded crystal and connects to the user's veins;
  • allows the user to more safely use magic by increasing the Stable Magic Casting % by 20 points;
  • wearing 2 runic gauntlets does not increase the effect.
  • Adds Runic Energy and Elemental Effect to any melee attack with that hand
  • Increases magic crit by 5
125.00
Runic Staff Rifle 10 (melee); 15 (energy) N/A 2 (staff); 8 (blast) 0 (staff), +5 (blast) 15 18

Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone.

This is actually a runic rifle designed to look like a staff. It is more popular among those who want the power of a runic rifle but don't want to advertise that they are carrying one around. Given its more slender shape, it isn't as powerful as traditional runic rifles, however it has the unique advantage of being able to be used like a wizard staff.

Staff Special Effects:

  • apply double the elemental effects against the element you are strong against when casting magic
  • decrease spell casting speed by 1
750.00

S

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Shotgun Suppressor N/A N/A -5 -5 1 1
  • Reduces shotgun firing noise by 75%.
  • Reduced Rate of Fire by 1
40.00
Sight 0 N/A +1 +5 0 0 Increase Hit Targeting by + 5. 25.00
Single Barrel 12-Gauge Shotgun 30 N/A 12 -10 25 18

Shotguns come with a recoil penalty that reduces Hit Targeting by 10 and causes 1d20 damage to wielder

You can apply the following enhancements to your shotgun

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
550.00
Single Barrel 20-Gauge Shotgun 20 N/A 12 -10 20 18

Shotguns come with a recoil penalty that reduces Hit Targeting by 10 and causes 1d10 damage to wielder

You can apply the following enhancements to your shotgun

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
350.00
Slingshot 4d4 N/A 1d20 0 0.6 0.5 flammable 1.88
Small Bow 3 + 1d8 N/A shooting range of 1d12 + 2; must be at least 2 spaces away to use +5 0.75 8 flammable 63.68
Smoke Bomb 0 N/A throw range + effect radius area of effect 1 1
  • Explodes covering a 4x4 space area with thick smoke
  • Anyone in area is considered blind
  • Smoke lasts for 3 rounds or 6 minutes
  • Explodes on impact
35
SpeedX Bolts 18 N/A N/A +2 0.1 0.1 Does Piercing damage 2.20
Spiked Knuckles 8 N/A 1 +2 0.6 0.5 Piercing Damage: 10% to Vitality 7.94
Spreading Disc 10 + 1d20 per disc N/A throw range +5 4 4 Separates into 3 discs when thrown 40.00
Spring Loaded Weapon 0 N/A 0 0 0.5 0.5 A special spring loaded shaft on the top of your glove where you can insert a small weapon such as a knife or dagger. The weapon can be retracted to expose a portion of the blade. A special pully is attached to the ring finger of the glove allowing the stored weapon to be exposed and retracted quickly. Glove attack value is added to exposed weapon's attack value. This enhancement is for both gloves and you must supply your own small weapon. Small weapons can include daggers, arrows, darts, spear heads, and anything else small enough as determined by the GM. 10.00
Standard Runic Rifle 25 N/A 10 +10 14 20 Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone. 550.00
Standard Shotgun Rounds 25 N/A N/A N/A 0.1 0.01 N/A 2.00
Steel Barbed Head Arrow 9 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.2 0.1 Luck Chance to cause Bleeding Out damage of 1d4 1.69
Steel Bodkin Arrows 8 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.1 0.1 20% Piercing damage to Vitality against chain and plate armored targets 1.55
Steel Claws 5 + 1d4 N/A 1 0 0.5 0 can do slashing damage and slashing attacks and use slashing proficiency 6.25
Steel Forked Head Arrows 5 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.21 0.1 25% chance to stun target 1 round 1.89
Steel Marble 4 N/A 0 0 0.2 0.1 N/A 1.57
Steel Spikes 5 N/A 0 0 0.3 0
  • can't be used with claws
  • Piercing Damage: 10% to Vitality
3.13
Steel Spikes 5 N/A 0 0 0
Steel Swallowtail Arrows 12 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.25 0.1 20% Piercing damage to Vitality against leather and scale armored targets 2.13

T

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Takedown Bow 4 + 1d12 N/A shooting range of 1d12 + 6; must be at least 3 spaces away to use +5 1.0 4 taken down; 10 assembled

A takedown bow is a bow assembled out of a riser and two limbs to make a working bow when strung. The primary advantage of the takedown design is that it can be transported in a much shorter case when disassembled. The secondary advantage is that an archer can change bow configuration by changing limbs. The limbs all can be purchased seperately.

Limbs To Use:

  • Standard Limbs: standard configuration, comes with bow
  • Recurve Limbs: +5 to range, +1d12 to attack, 30.00 cost
  • Short Limbs: -5 to range, +5 to Hit Chance, 30.00 cost
  • Decurve Limbs: -5 to attack, 30.00 cost
120.00
Tightened Bow Strings 1d8 N/A x1.25 0 0 0 N/A 10.00
TNT 4d% N/A throw range + effect radius area of effect 1 1
  • Explodes affecting a 3x3 space area
  • Uses a fuse to explode
  • Roll 1d3 upon explosion, multiply damage by whats on the 1d3.
50.00
Trapping Net 1d10 + 1d8 N/A throw range +5 10 5 Expands and traps targets underneath them, targets must make a strength check to get free. 28.00
Trigger Action Hunting Crossbow 4 + 2d6 N/A shooting range of 1d10 + 4; must be at least 2 spaces away to use +5, decrease by 2 per each additional shot 4 8

When equipped with the bolt loader, you can shoot up to 4 shots per action, though anything after the 2nd shot will require a react check.

Modifications you can apply:

  • Sight: increase Hit Chance and Hit Targeting by +5, costs 25.00
  • Bolt Loader: able to preload up to 4 bolts so that you don't need to reload until after the 4th shot, costs 30.00
180.00

W

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Weighted Net 2d12 + 2d6 N/A throw range - 1 +3 40 8 Traps enemies, enemies must make a strength check with a 1d20 penalty to get free. 35.00

1

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
12 Gauge Shell 2d20 N/A N/A N/A 0.12 0.01 Once you reach 10 spaces, the pellets spread to affect the spaces on the left and right. This results in the damage being divided by 3 and given to each target. If there isn't a target in that space, or spaces, the shell damage is still divided by 3. After the maximum range of the shot gun is reached, the shell damage is divided by 5. It has a 50% chance of still affecting targets for up to 5 more spaces before failing. 2.25

2

Weapon Sort by Weapon, Ascending Sort by Weapon, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Parry Sort by Parry, Ascending Sort by Parry, Descending Range Sort by Range, Ascending Sort by Range, Descending Hit Chance Sort by Hit Chance, Ascending Sort by Hit Chance, Descending Weight Sort by Weight, Ascending Sort by Weight, Descending Space Taken Sort by Space Taken, Ascending Sort by Space Taken, Descending Other Information Sort by Other Information, Ascending Sort by Other Information, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
20 Gauge Shell 1d20 N/A N/A N/A 0.02 0.01 Once you reach 10 spaces, the pellets spread to affect the spaces on the left and right. This results in the damage being divided by 3 and given to each target. If there isn't a target in that space, or spaces, the shell damage is still divided by 3. After the maximum range of the shot gun is reached, the shell damage is divided by 5. It has a 50% chance of still affecting targets for up to 3 more spaces before failing. 1.25