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 Levitate
Affinity air
Stat Cost 5 Soul to cast, 1 Soul per round or minute
Spell Cast Speed 3
Range & Area self or one target
Duration until cancelled
Spell Family Haste
Requirements Hitting Misdirection
Spell Effects With this manipulation you use your control over air to hold something or someone up six inches from the ground. This can be you, an ally, an enemy, or an object. You can keep that target levitated in place for as long as desired or until you run out of Soul. You can cast this spell again on the levitated target to increase the levitation by another 6 inches. There is no limit to how many times you can cast this spell on a levitated target, making its levitation height nearly infinite, except for you must be able to see the target, or if it is yourself you must be able to see the ground. If you wish to gently lower the target you must cancel the spells one spell at a time, one spell per minute or round. If you cancel all of the spells at once the target or yourself will fall hard dealing 1d12 fall damage per 1 foot of levitation.
Check Difficulty Normal Arcana
Spell Vortex
Affinity air
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area a 4x4 space area around the caster
Duration instant
Spell Family Airess
Requirements Air Burst
Spell Effects With this manipulation you create a vortex of air around your body. Immediately, all the air you brought together releases on the battlefield around you. Everyone in the radius of the spell, ally and enemy, is pushed away from you by 2 spaces or 6 feet.
Check Difficulty Normal Arcana
Spell Aero Disk
Affinity air
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1 target that you can see
Duration instant
Spell Family Airess
Requirements Air Burst
Spell Effects By creating this spell you create a disk of pure wind with edges sharper than many swords. You let the disk launch off on its own to attack the enemy of your choice. The disk attack by sweeping up his torso doing 3d12 points of damage before disappearing right above the target.
Check Difficulty Normal Arcana
Spell West Wind's Charge
Affinity air
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or any 1 ally
Duration 1d4 rounds
Spell Family Airess
Requirements Air Burst
Spell Effects When this spell is created, you or your chosen ally are given a boost to your total damage values and armor to carry out the whims of the West Wind. This spell increases your Melee Power and Throw Power by 1d12 and gives you the caster's Arcane to Physical and Magical Armor for the duration of this spell.
Check Difficulty Normal Arcana
Spell Green Climber's Lure
Affinity nature
Stat Cost 10 Soul
Spell Cast Speed 5
Spell Effects This spell grows the lure of a green climber on the vines entrapping its target - its heavily scented blossom. Creatures all around have a hard time ignoring the lure. Any creature that is within 10 spaces will be drawn to this lure. Each creature will have to make a hard endure check, if they fail, they will go straight to the lure and be held there gazing upon the lure until the target makes a hard endure check. The lure is fake of course, but it smells very real. You and your allies however know that it is fake and are not affected by it. With this spell you can set up elaborate traps.
Check Difficulty Hard Arcana
Spell Woodland Sentiel
Affinity nature
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self
Duration 1d8 rounds
Spell Family Oaken Skin
Requirements Skin of Thorns
Spell Effects Casting this spell makes you the avatar of the forest. You are at one with your nature affinity and your geomancy. All of your geomancy spells now have double their effect. You Soul is doubled. Your movement rate is doubled. Your Arcana is doubled. When the spell effects end you are dazed for 1 round.
Check Difficulty Hard Arcana
Spell Curse of Immortality
Affinity stone
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1d8 spaces affecting 1 target
Duration instant
Spell Family Solidity
Requirements Crevasse's Darkness
Spell Effects With this spell you grant the target immortality. But the target soon learns what immortality means. The target turns to stone instantly, nothing more than a well sculptured statue. The target of this spell can be brought back by the right kind of magic or potion, but breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. The life of whoever is sealed in stone will never be seen without the right spell or potion to restore the body.
Check Difficulty Impossible Arcana
Spell Crevasse's Darkness
Affinity stone
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration effect takes place when the target dies
Spell Family Solidity
Requirements Crevasse's Secret
Spell Effects When this spell is created, blackness coats the target like a liquid. It does not affect the target until the target dies. When the target dies, the darkness takes the power from the target’s body and uses it to do one of six effects determined by rolling a 1d6. Rolling a 1 causes everyone within a 3x3 space area around the dead target, allies and enemies, to be drained from their entire Soul instantly which is given to you. Rolling a 2 causes you and all of your allies to be healed by the target's maximum vitality a piece instantly. Rolling a 3 causes the target's maximum vitality as damage to the weakest enemy target. Rolling a 4 causes all physical damage dealt by anyone, ally or enemy, to be doubled for the duration of the battle. Rolling a 5 causes you and all of your allies current vitality to double, even past their max vitality, for the duration of the battle. Rolling a 6 causes everyone, allies and enemies, to have double the moves per round for the duration of the battle.
Check Difficulty Hard Arcana
Spell Stone Seal
Affinity stone
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self
Duration 1d10 spaces of movement
Spell Family Solidity
Requirements Guardian Form
Spell Effects This unique spell allows you to walk through solid stone as if it was simply air. Unfortunately it is only earthen stone or natural materials that you can walk through. If there is any metal or man-made materials in the way of your path it becomes like a brick wall. You can see through the stone when walking through it, but cannot climb up or down or cut your way through any metal or unnatural material in the way. If you get caught in the stone when the spell ends, you die.
Check Difficulty Hard Arcana
Spell Marble Warrior
Affinity stone
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self or any 1 ally
Duration 1d6 rounds
Spell Family Solidity
Requirements Unnatural Strength
Spell Effects With this manipulation you turn any one of your allies into marble stone. This does not petrify them or kill them. Instead it gives their skin the attributes of stone giving them double the caster's Arcana for Physical Armor and equal to the caster's Arcana for Magical Armor. The ally’s armor is not affected so your ally also retains their armor’s attributes. This spell can be used on any ally and even on yourself. At the end of the spell’s duration, the marble flakes off of the target’s skin and the target loses it’s protection.
Check Difficulty Hard Arcana

Top 10 Entries

Spell Piercing Light
Affinity light
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area every target in a straight line from the caster
Duration instant
Spell Family Piercing Light
Requirements N/A
Spell Effects This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 2d12 magic damage to each target.
Check Difficulty Easy Arcana
Spell Armor of Light
Affinity light
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Glow
Requirements Glowing Shield
Spell Effects With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 5 Physical Armor and 10 Magical Armor.
Check Difficulty Hard Arcana
Spell Glowing Shield
Affinity light
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Glow
Requirements Comforting Light
Spell Effects This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 1 Physical Armor and 4 Magical Armor.
Check Difficulty Normal Arcana
Spell Healing Light
Affinity light
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1 target
Duration instant
Spell Family Glow
Requirements Comforting Light
Spell Effects With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 2d12 plus Arcana worth of Vitality.
Check Difficulty Normal Arcana
Spell Flash
Affinity light
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area all enemy targets
Duration 1d6 rounds
Spell Family Glow
Requirements Glaring Light
Spell Effects This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability. Allies and the spell caster are protected from the flash.
Check Difficulty Normal Arcana
Spell Glaring Light
Affinity light
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target
Duration 1d6 rounds
Spell Family Glow
Requirements Glow
Spell Effects With this spell you place a glaring bright light in front of the target. This causes the target to experience visual distortion.
Check Difficulty Normal Arcana
Spell Comforting Light
Affinity light
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target
Duration instant
Spell Family Glow
Requirements Glow
Spell Effects With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target will regain 20% of max Power but will do 15% less damage for 1d4 rounds.
Check Difficulty Normal Arcana
Spell Glow
Affinity light
Stat Cost 1 Soul
Spell Cast Speed 1
Range & Area 1 target
Duration until ended
Spell Family Glow
Requirements N/A
Spell Effects With this spell you can cause a small object, weapon, or body part to glow brightly. This glow produces enough light to light up a 30x30 foot area.
Check Difficulty Easy Arcana
Spell Sun's Fall
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 100 feet upward, 20 spaces outward, affecting a 5x5 space area
Duration instant
Spell Family Spark
Requirements Sun's Shower
Spell Effects With this manipulation, you create sun fire and concentrates it into an orb about the size of your body. The orb crashes at the targeted point and explodes, causing massive damage of 8d12 to any target in the area, ally or enemy.
Check Difficulty Hard Arcana
Spell Apocalypse
Affinity flame
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area battlefield
Duration instant
Spell Family Spark
Requirements Sun's Fall
Spell Effects This spell is made to feel as if the very earth was being destroyed on the battlefield. When this spell is created, fire erupts from the floor. Explosions of magical fire explode all around everyone and amazing heat builds up in the area. Anything flammable in the area of the spell is almost instantly set aflame. This spell does a staggering 12d12 damage to every enemy target on the battlefield.
Check Difficulty Impossible Arcana