| One-Handed Weapons | Two-Handed Weapons | Ranged Weapons | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon | Damage | Accuracy | Weapon | Damage | Accuracy | Weapon | Damage | Accuracy | ||
| Dagger | 16 | +2 | Staff | 18 | +2 | Shortbow | 18 | +2 | ||
| Spear | 17 | +1 | Spear | 19 | +1 | Longbow | 20 | +0 | ||
| Sword | 18 | +0 | Sword | 20 | +0 | |||||
| Mace | 19 | -1 | Mace | 21 | -1 | |||||
| Axe | 20 | -2 | Axe | 22 | -2 | |||||
Weapons come in a variety of different types. Each weapon grants a character a base amount of damage and a penalty or bonus to Accuracy. All weapon attacks are Strength-based, and deal a type of damage based on what material they are made of.
Two Weapon Fighting: If a character fights with two one-handed melee weapons, he may choose which weapon he attacks with when he makes each attack. Regardless of weapon chosen, he gains a +2 bonus to Accuracy.
Ranged Weapons: Shortbows and Longbows are the primary ranged weapons. They have a base range of Medium, although can shoot into Long range suffering a -2 penalty to Accuracy.
Thrown Weapons: One-handed daggers, spears, and axes can be thrown. This is just like making a normal attack with the weapon, only it's a ranged attack with a range of Short.
A variety of materials suitable for weapon work exist, and what type of material a weapon is made of determines its base damage type. All weapons must have a base damage type, and one which most closely matches that the weapon is made of is chosen. Some examples are:
Fire Obsidian, Glass, Lava Rock
Water Silver, Pearl
Air Bronze, Copper
Earth Rock, Iron
Life Wood, Plant Material
Death Bone
| Armors | Shields | |||||
|---|---|---|---|---|---|---|
| Armor | Defense | Soak | Shield | Defense | Soak | |
| Light Armor | -1 | +1 | Light Shield | +1 | +1 | |
| Heavy Armor | -2 | +2 | Heavy Shield | +0 | +2 | |
A character wearing armor gives up Defense in exchange for higher Soak. Armors are a trade off, although magical armors exist that grant greatly heightened benefits.
When using a shield, a character suffers a -2 Accuracy penalty with any ranged attacks that are not weapon-based. This penalty is negated by the Shield Expertise Bastion Ability.