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Tightened Bow Strings 1d8 N/A x1.25 0 0 0 N/A 10.00
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 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
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 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
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 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 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
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
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
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
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
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
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
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
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
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
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
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
Spreading Disc 10 + 1d20 per disc N/A throw range +5 4 4 Separates into 3 discs when thrown 40.00
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
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
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
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