Weapons home

Weapon Attack Range Hit Chance Weight Space Taken Other Information Cost
Sling Shot 1 6 -1 0.6 1 N/A 1.91
Broad Blade +1 0 -1 x1.2 0 For all but katanas 15.00
Scale Gauntlet 1d8 + 2 1 -1 3.5 3 Can not pick pockets, cannot use with knuckles. 22.25
War Scythe 1d10 + 1 2 -1 12 8 Not acceptable for races smaller than human size; 2-handed for human size races 97.50
Bearded Blade +1 0 -1 x1.1 0 N/A 20.00
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
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
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
Long Katana 1d10+1 2 -1 9 3 2-handed for races smaller than human size 78.75
Small Axe 1d6 + 2 1 -1 6.5 4 N/A 46.88
Trident 1d10 + 3 2 -1 10 5 N/A 73.13
Pole Arm 1d8 + 1 2 -1 11 5 N/A 80.00
Halberd 1d12 + 3 3 -1 12 6 Can use piercing and chopping attacks. 90.63
Small Plank 1d3 1 -1 2 2 Flammable 3.38
Dart Shooter 1 5 -1 0.1 1 N/A 0.41
Small Club 1d4 1 -1 7 2 Flammable 12.00
War Hammer 1d10 + 1 1 -1 7.5 2 N/A 58.13
Mallet 1d4 + 2 2 -1 12 5 N/A 25.25
Small Crossbow 1d6 10 -1 4 8 No critical damage 118.75
Great Bow 1d12 12 -1 2 12 You must be at least 4 spaces away to use this weapon. 190.63
Staff 1d3 + 1 2 -1 5 4 Flammable 10.94
Quarter Staff 1d6 + 1 2 -1 6 4 Flammable 16.56
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
Long Bow 1d6 14 -1 1.25 10 You must be at least 4 spaces away to use this weapon. 95.70
Boomerang 1d6 + 1 Athletics -1 2.75 2 Once thrown weapon returns to user 7.42
Hollow Dart 1 Throw Range x 2 -1 0.05 0.05 can be filled with potions, poisons, or powders 0.35
Four Point Hira-Shuriken 1d4 Throw Range x 1.5 -1 0.3 0.1 N/A 2.38
Six Point Hira-Shuriken 1d6 Throw Range x 1.5 -1 0.4 0.1 N/A 3.25
Short Dart 2 Throw Range x 1.5 -1 0.1 0.05 N/A 0.69
Long Dart 2 Throw Range x 1.6 -1 0.2 0.05 N/A 1.35