Weapons: A-Z Index

A

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Add Chain Link 0 +1 per link 0 x1.1 per link 0 For chain whips and flails only; limit of 3 links 20.00 per link
Attached by Chain 0 0 0 + 0.5 0 Replaces the rope with chain making a more sturdy nunchaku. This is required for the extension enhancement. 5.00

B

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Barbarian Axe 1d12 + 2 1 -3 13 6 2-Handed for races smaller than human size 93.75
Battle Bow 1d10 12 0 1.75 10 You must be at least 3 spaces away to use this weapon. 158.98
Battle Rod 1d8 + 1 2 0 10 4 N/A 72.50
Bearded Blade +1 0 -1 x1.1 0 N/A 20.00
Belted Glove +1 0 0 +0.2 0 Leather Glove only 3.50
Blade Knuckles 1d4+1 1 0 0.7 1 N/A 8.75
Bola 1d3 Athletics -2 3 2 Reduces target's movement by ½ due to tripping 25.00
Bone Arrow 2 0 0 0.15 0.05 N/A 0.47
Bone Spear Head 1d4 0 0 0.38 0.5 N/A 1.34
Boomerang 1d6 + 1 Athletics -1 2.75 2 Once thrown weapon returns to user 7.42
Boot Knife 1d4+1 1 0 2 1 N/A 14.38
Braided +1 0 0 x1.2 0 For horse whip, bull whip, and lion tamer only 10.00
Broad Blade +1 0 -1 x1.2 0 For all but katanas 15.00
Bull Whip 1d6 + 2 5 +2 2 4 Flammable 23.75

C

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Carpenter's Hammer 1d4 + 1 1 0 2 1 N/A 16.25
Carving Knife 1d3 1 -1 1 1 Good for shaping, carving, and sharpening 7.19
Chain Extension 0 +1 -1 +0.5 0 Increases the chain by one chain link, can only be applied once. Must have Attached by Chain enhancement. 5.00
Chain Mail Glove 1d6 + 1 1 0 2 2 N/A 12.75
Chain Whip 1d10 + 2 5 +1 4 4 N/A 50.00
Chakram 1d10+1 Athletics -1 (thrown) 0 (melee) 6 3 N/A 43.75
Cured Glove +1 0 0 0 0 Leather Glove only 3.50

D

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Dagger 1d6+1 1 0 4 1 N/A 28.13
Dart Shooter 1 5 -1 0.1 1 N/A 0.41
Deep Claw +1 0 0 0 0 For hammers only 20.00
Double Sided Blade +1 0 +1 0 0 For daggers, boot knives, short swords, and long swords only. 5.00

F

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Falchion 1d12 2 -1 15 3 Heavy and large sword that can use both chopping and slicing skills; not acceptable for races smaller than human size 112.50
Flail 1d12 + 2 5 0 5 5 N/A 62.50
Four Point Hira-Shuriken 1d4 Throw Range x 1.5 -1 0.3 0.1 N/A 2.38

G

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Great Axe 1d12 + 1d6 + 1 2 -4 18 8 Not acceptable for races smaller than human size; 2-Handed for human size races 137.50
Great Bow 1d12 12 -1 2 12 You must be at least 4 spaces away to use this weapon. 190.63
Great Mallet 1d12 + 1 2 -3 15 6 Not acceptable for races smaller than human size 78.25
Great Scythe 1d12 + 2 2 -2 13 8 Not acceptable for races smaller than human size; 2-handed for human size races 106.25

H

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Halberd 1d12 + 3 3 -1 12 6 Can use piercing and chopping attacks. 90.63
Hand Scythe 1d6 + 1 1 0 6.5 3 N/A 46.25
Hatchet 1d4 + 2 1 0 4 2 N/A 26.88
Heavy Crossbow 1d10 + 1 10 -2 8 8 No critical damage 206.25
Hollow Dart 1 Throw Range x 2 -1 0.05 0.05 can be filled with potions, poisons, or powders 0.35
Horse Whip 1d4 + 2 5 +2 1.5 4 Flammable 18.44
Hunting Bow 1d8 14 0 1.5 10 You must be at least 4 spaces away to use this weapon. 127.34
Hunting Crossbow 1d8 14 0 4 8 No critical damage 143.75

I

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Improved Rune Staff Crystal effect damage value + 1d3 0 0 0 0 For rune staffs only 25.00

K

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Kite Axe 1d10 + 2 1 -2 10 4 N/A 65.63

L

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Large Axe 1d8 + 2 2 -2 16.5 8 Not acceptable for races smaller than human size; 2-Handed for human size races 119.38
Large Club 1d4 + 1 2 -2 10 4 Flammable 16.88
Large Nail +2 0 0 +0.5 0 For planks only 2.00
Large Plank 1d3 + 1 2 -2 3 4 Flammable 5.13
Leather Glove 2 1 +2 1 1 N/A 6.50
Lion Tamer 1d8 + 2 5 +2 3 4 Flammable 33.13
Long Bow 1d6 14 -1 1.25 10 You must be at least 4 spaces away to use this weapon. 95.70
Long Dart 2 Throw Range x 1.6 -1 0.2 0.05 N/A 1.35
Long Katana 1d10+1 2 -1 9 3 2-handed for races smaller than human size 78.75
Long Knife 1d4+2 1 0 1.5 1 N/A 10.94
Long Sword 1d8 + 1 2 -1 10 3 Not acceptable for races smaller than human size, may be 2-handed for human size races 68.75

M

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Mace 2d8 2 -2 15 5 N/A 95.75
Mallet 1d4 + 2 2 -1 12 5 N/A 25.25
Marble 1d3 0 0 0.2 0.01 N/A 1.31

N

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Nunchaku 1d6 1 +1 2 2 N/A 15.63

P

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Plate Gauntlet 1d8 + 1 1 -1 4 3 Can not pick pocket, cannot use with knuckles. 18.75
Poison Packed Other Info 0 0 0 0 For hollow darts only; inflicts target with poison that does 1d4 damage per round for 10 rounds 5.00 per dart
Pole Arm 1d8 + 1 2 -1 11 5 N/A 80.00

Q

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Quarter Staff 1d6 + 1 2 -1 6 4 Flammable 16.56

R

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Reaper Scythe 1d8 + 1 2 -1 11 5 2-handed for races smaller than human size 78.75
Reinforced Bow +1 0 0 0 0 N/A 20.00
Reinforced Gauntlet +2 0 0 +0.75 0 N/A 6.75
Reinforced Glove +2 0 0 +0.5 0 Chain Mail Glove only 6.00
Reinforced Spring +1 +5 0 0 0 N/A 20.00
Ringed Knuckles 1d3 1 0 0.5 0 N/A 5.94
Rod 1d4+1 2 0 8 4 N/A 55.00
Rune Staff 1d4 2 -1 4.4 4

Increased Runic Speed by 1

Elemental Effects for Rune Staff

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 point per hit with the staff with the ability activated.

  • Earth: Solidity Ability = increases staff attack 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 1d8 ice damage and has a 15% chance to freeze the target for 1 round
  • Fire: Aura of Flame Ability = each hit does an extra 1d8 fire damage plus 1d4 non-stackable burn damage per round
  • Life: Electric Aura Ability = each hit does an extra 1d8 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 has an arcane check chance that reduces the target by 1 action of a random action type for 1 round decided by rolling a 1d4 where 1 = attack, 2 = support, 3 = move, and 4 = magic.
  • Space: Soul Drain Ability = each hit return 1⁄2 of the damage to the user to recover Soul
44.00

S

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Sai 1d4 1 +1 3 1 Double attack value for parry. 21.25
Scale Gauntlet 1d8 + 2 1 -1 3.5 3 Can not pick pockets, cannot use with knuckles. 22.25
Serrated Blade +1 0 0 0 0 For daggers, boot knives, long knives, and small knives only 5.00
Serrated Edge +1 0 0 0 0 For throwing knives and chakram only 2.00
Short Dart 2 Throw Range x 1.5 -1 0.1 0.05 N/A 0.69
Short Katana 1d10 1 0 8 2 N/A 70.00
Short Sword 1d8 1 0 6 2 2-handed for races smaller than human size 42.50
Silver Arrow 3 0 0 0.3 0.05 Attack value +1d6 versus undead 2.81
Silver Bolt 2 0 0 0.2 0.05 Attack value +1d6 versus undead 2.00
Silver Edge 0 0 0 0 0 Increase attack value by +1d6 versus undead 7.00
Silver Recessed Blade +1d4 0 0 +0.5 0 For night sticks and boomerang only; attack value 1d6 versus undead 10.00
Silver Spear Head 1d6 0 0 0.75 0.5 Attack value 1d6 versus undead 7.19
Silver Spiked End +1d4 0 0 +1 0 Attack value 1d6 versus undead 15.00
Six Point Hira-Shuriken 1d6 Throw Range x 1.5 -1 0.4 0.1 N/A 3.25
Sling Shot 1 6 -1 0.6 1 N/A 1.91
Small Axe 1d6 + 2 1 -1 6.5 4 N/A 46.88
Small Bow 1d4 10 -2 0.75 8 You must be at least 3 spaces away to use this weapon. 63.67
Small Club 1d4 1 -1 7 2 Flammable 12.00
Small Crossbow 1d6 10 -1 4 8 No critical damage 118.75
Small Knife 1d4 1 0 0.5 1 N/A 5.00
Small Nail +1 0 0 +.25 0 For planks only 1.50
Small Plank 1d3 1 -1 2 2 Flammable 3.38
Small Scythe 1d6 + 2 1 0 9 4 N/A 65.00
Spiked End +1d4 0 0 +1 0 N/A 12.50
Spiked Gauntlet +1 0 0 +0.5 0 Can use piercing attacks. 7.50
Spiked Knuckles 1d4 1 0 0.6 1 N/A 7.19
Spikes +1d3 0 0 +1 0 For clubs and mallets only 5.00
Staff 1d3 + 1 2 -1 5 4 Flammable 10.94
Steel Arrow 3 0 0 0.3 0.05 N/A 2.06
Steel Bolt 2 0 0 0.2 0.05 N/A 1.50
Steel Recessed Blade +1d4 0 0 +0.5 0 For night sticks and boomerangs only 5.00
Steel Spear Head 1d6 0 0 0.75 0.5 N/A 5.31
Steel Spear Shaft 1d4 3 0 8 4 N/A 53.75
Stone Spear Heads 1d3 0 0 0.45 0.5 N/A 1.64

T

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Throwing Knife 1d6 + 1 Throw Range x 1.5 -1 (thrown) 0 (melee) 0.25 0.2 N/A 2.50
Thrusting Claw +1 0 0 0 0 For hammers only. 25.00
Tightened Bow Strings +1 +5 0 0 0 N/A 20.00
Tonfa 1d6 1 +1 3 4 Flammable 20.63
Trident 1d10 + 3 2 -1 10 5 N/A 73.13
Twisted Staff +1d4 0 0 x1.25 0 For staffs, quarter staffs, and rune staffs only. x1.25

W

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
War Axe 1d12 + 1d4 + 1 2 -3 16.5 8 Not acceptable for races smaller than human size; 2-Handed for human size races 124.38
War Hammer 1d10 + 1 1 -1 7.5 2 N/A 58.13
War Mallet 1d8 + 2 2 -2 12 5 N/A 38.75
War Scythe 1d10 + 1 2 -1 12 8 Not acceptable for races smaller than human size; 2-handed for human size races 97.50
Wood Arrow 1 0 0 0.1 0.05 Flammable 0.42
Wood Spear Head 1 0 0 0.19 0.5 Flammable 0.92
Wood Spear Shaft 1d3 3 0 2.5 4 Flammable 7.66

Newest 10 Entries

Spell Sharp Fire
Affinity flame
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target
Duration instant
Spell Family Fire Streak
Requirements Fire Streak
Spell Effects This spell begins with you creating eight sources of fire around yourself. As you continue the spell, they take the shape of knives. At the end of the spell, you unleash the daggers out at a single target. The spell does 5d6+2 damage to the target.
Check Difficulty Normal Arcana
Spell Pyrophobia
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Visual Distortion
Requirements Heat Control
Spell Effects When this spell is created you are surrounded by flames and appear to be some sort of powerful flaming creature. The flames in reality are harmless. The fire’s presence gives no true beneficial effects to the user, but it does make you appear to be a terrifying magical being which causes targets to have to make a normal mental stability check or be fearful of you and avoid you at all costs.
Check Difficulty Normal Arcana
Spell Kindling
Affinity flame
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target 1d12 spaces away
Duration instant
Spell Family Spark
Requirements Spark
Spell Effects With this manipulation, you create several pieces of what appears to be stones that are on fire. You send them out at a single target. On their way they break apart but keep their flame. The spell targets the eyes or other means of sight of the target. The fire lands directly in the eyes of the enemy, burning their eyes dealing 2d6+2 points of damage which if not wearing any eye protection goes straight to vitality and causes blindness for 3 rounds.
Check Difficulty Normal Arcana
Spell Ignatius
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1 target
Duration instant
Spell Family Fire Streak
Requirements Scold
Spell Effects With this manipulation you create a pocket of fire magic right in front of the enemy target. At the very end of the casting process, the target ignites, doing 2d8+2d4+2 points of damage and making it seem like the target spontaneously caught on fire. The fire lasts only seconds.
Check Difficulty Normal Arcana
Spell Flaming Barrier
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 4x4 space around the caster
Duration 1d6 rounds
Spell Family Pyro Enchantment
Requirements Sealing Wounds
Spell Effects This spell summons a circle of fire that spreads out from you and then grows high. The fire burns anything that tries to get through, doing 3d10 + burns damage to any living target that tries to get through. Anyone on the inside can send projectiles and magic out but cannot melee attack any target outside of the barrier.
Check Difficulty Normal Arcana
Spell Chained Fury
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration 1d6 rounds
Spell Family Visual Distortion
Requirements Pyrophobia
Spell Effects With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from doing anything else instead of melee attacking.
Check Difficulty Hard Arcana
Spell Warrior's Flame
Affinity flame
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area self or 1 ally
Duration 1d8 rounds
Spell Family Pyro Enchantment
Requirements Pyro Enchantment
Spell Effects With this spell you recreate the essence of fire. You then choose a target and transfer the essence of fire into the target. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s melee power is doubled.
Check Difficulty Normal Arcana
Spell Searing Aura
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration 1d8 rounds
Spell Family Pyro Enchantment
Requirements Blade of Plasma
Spell Effects This magic seals heat energy into an aura around the chosen ally or yourself. The protected target appears to be glowing faintly with a red tint. When attacked physically with a melee attack, heat energy moves across the weapon and does 1/2 the damage that was done to you back to the attacker. Arrows are weakened by 25% when shot at the protected target.
Check Difficulty Normal Arcana
Spell Heat Control
Affinity flame
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area self or 1 ally
Duration 1 hour
Spell Family Visual Distortion
Requirements Visual Distortion
Spell Effects This manipulation allows you to control how your body react to heat. With this you can safely ignore the temperature of an area.
Check Difficulty Normal Arcana
Spell Heat Wave
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a straight line from you starting 1 space wide growing by 2 spaces each space affecting all in path
Duration 1d4 rounds
Spell Family Visual Distortion
Requirements Superheat
Spell Effects With this manipulation, you summon your power and turn it into heat energy. You will then send the heat out in a wide, fan like motion towards the targets. When the heat wave hits a target (friend or foe), the heat hangs over the target. This causes nausea and heat exhaustion which decreases the target’s movement by half and decreases damage potential by 20% for the spell's duration.
Check Difficulty Normal Arcana

Top 10 Entries

Spell Plasma Wave
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area a 4x4 space around the caster
Duration instant
Spell Family Spark
Requirements Rising Plasma
Spell Effects You summon forth a wave of molten plasma that comes from within you in all directions. Any target, friend or foe, caught within the wave will receive 5d10 + 5 magic damage and be knocked down, stunned for 1 round, and dazed for the next 2 rounds.
Check Difficulty Hard Arcana
Spell Rising Plasma
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area all enemy targets
Duration instant
Spell Family Spark
Requirements Plasma Ignite
Spell Effects This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 4d10 magic damage and burns.
Check Difficulty Normal Arcana
Spell Superheated Blade
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area self or 1 ally
Duration 1d8 rounds
Spell Family Pyro Enchantment
Requirements Plasma Burning
Spell Effects This spell causes the weapon to instantly destroy any cloth armor and cloth or wood shield it hits. It also causes 3x user's Arcana damage.
Check Difficulty Hard Arcana
Spell Blade of Plasma
Affinity flame
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Pyro Enchantment
Requirements Pyro Enchantment
Spell Effects This spell gives your or your ally's weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to Vitality.
Check Difficulty Normal Arcana
Spell Volcano Eruption
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 5x5 area around a spot of your choosing
Duration 1d6 rounds
Spell Family Spark
Requirements Plasma Wave
Spell Effects With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect (ally and foe) will receive 3d20 per round.
Check Difficulty Hard Arcana
Spell Spark
Affinity flame
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area 1 target
Duration 1d6 rounds
Spell Family Spark
Requirements N/A
Spell Effects This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any wooden shield or weapon is destroyed.
Check Difficulty Easy Arcana
Spell Big Bang
Affinity light
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area all enemy targets
Duration instant
Spell Family Piercing Light
Requirements Star's Nova
Spell Effects This spell pumps every enemy target full of light. The target must make an impossible Endure check. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 7d12 magic damage. If all targets succeed, the light still explodes dealing each 8d12 magic damage, but the targets themselves don't explode. The caster and allies are protected.
Check Difficulty Impossible Arcana
Spell The End of the Tunnel
Affinity light
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target
Duration instant
Spell Family Glow
Requirements Solar Flare
Spell Effects This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly.
Check Difficulty Impossible Arcana
Spell Star's Nova
Affinity light
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area all enemy targets
Duration instant
Spell Family Piercing Light
Requirements Star's Vengeance
Spell Effects A small star forms in the center of the battlefield and then instantly explodes, dealing 6d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected.
Check Difficulty Hard Arcana
Spell Light Storm
Affinity light
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 5 spaces outward affecting a 4x4 space area
Duration 1d8 rounds
Spell Family Piercing Light
Requirements Flash Explosion
Spell Effects This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 3d12+2d4 magic damage, for each round the target is caught in the spell's area of effect.
Check Difficulty Hard Arcana