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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
Recoil Dampener N/A N/A -2 N/A 4 0 Reduces Hit Chance penalty per additional shot by half. 80.00
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
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
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
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
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
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
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
Recoil Dampener N/A N/A -2 N/A 4 0 Reduces Hit Chance penalty per additional shot by half. 80.00
Standard Shotgun Rounds 25 N/A N/A N/A 0.1 0.01 N/A 2.00
CR Type 4 45 N/A N/A N/A 0.1 0.01 N/A 2.75
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 Skinny Arrow 4 + 1d10 N/A N/A N/A 0.1 0.1
  • Does Piercing damage
  • 25% Piercing damage
1.85
Bloodsport Crossbow Bolt 15 N/A N/A N/A 0.1 0.1
  • Does Piercing Damgage
  • 30% Piercing
2.50
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
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
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
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