Weapon Attributes
Weapon Attributes
All weapons have most of these attributes associated with them:
Damage (Dam)
The damage dealt by the weapon. Typically expressed as a die roll to which a value may be added.
Handeness
How many hands the weapon requires.
One-Handed (Weapon Attribute)
Weapon can be wielded in one hand.
Link to originalHand and a Half (Weapon Attribute)
Weapon may be used with one or two hands (cannot be dual wielded). When using it in two hands, use the larger damage value (in parenthesis).
Link to originalTwo Handed (Weapon Attribute)
Weapon requires the use of two hands.
Link to originalReach
A melee weapon’s range in meters. Represents effective threat range and not merely the length of the weapon. Weapons with a minimum range (such as 2-3m) cannot attack targets below their minimum range.
Range
A ranged weapon’s short, medium, and long ranges. Attacking targets in close range provides a +10 bonus to attack tests with the weapon, while attacking targets at long range imposes a -20 penalty.
ENC
The weapon’s Encumbrance Value value.
Qualities
Any Weapon Qualities the weapon has.
Price
The base price of the weapon in Drakes.
Link to original
Weapon Materials
Every weapon is made of something, and the material of a weapon can dramatically improve its effectiveness. When picking a weapon from either the ranged or melee weapon tables, you must pick a material for that weapon as well from the appropriate table below.
A weapon’s material determines…
- Enchantment Level: The maximum soul energy of any enchantment that can be placed on the weapon.
- Price Modifier: Modifies the base price of the weapon to determine the final cost (quality modifies this value).
- Any modifiers to damage or range the weapon receives.
- Any additional qualities the weapon has.
Weapon Quality Level
The overall quality with which a weapon is crafted can have a dramatic impact on how effective it is in combat. The following table details what each quality level does to the weapon profile.
| Item Quality | Profile Changes | Price |
|---|---|---|
| Inferior | Weapon gains Primitive (Weapon Quality) | -50% |
| Common | No change | - |
| Superior | Weapon gains Proven (Weapon Quality) | +200% |
Melee Weapons
Exotic Weapons
| Type | Dam | H | Reach | Qualities | ENC | Price |
|---|---|---|---|---|---|---|
| Dai-Katana | 1d12 | 2H | 3m | Slashing, Shield-Splitter | 4 | 350 |
| Tanto | 1d4 | 1H | 1m | Slashing, Exploit Weakness, Dueling Weapon, Small | 1 | 75 |
| Katana | 1d6 (1d8) | 1.5H | 2m | Slashing, Exploit Weakness | 2 | 200 |
| Wakizashi | 1d4 (1d6) | 1.5H | 1m | Slashing, Exploit Weakness | 1 | 90 |
| Punch Dagger | Uses Nat. Weapon | 1H | 1m | Slashing (1), Exploit Weakness, Hand to Hand, Small | 1 | 45 |
| War Talons | Uses Nat. Weapon | 1H | 1m | Slashing (1), Exploit Weakness, Hand to Hand, Small | 1 | 45 |
| Cestus | Uses Nat. Weapon | 1H | 1m | Crushing (1), Hand to Hand, Small | 1 | 45 |
| Hook Sword | 1d6 | 1H | 1m | Slashing (1), Dueling Weapon, Hooked | 1 | 85 |
| Bill Hook | 1d10 | 2H | 2-3m | Splitting, Hooked, Unwieldy | 3 | 120 |
Melee Weapon Materials
| Name | Dam Mod | Qualities | ENC | Enchant Lvl | Price Mod |
|---|---|---|---|---|---|
| Chitin | - | - | - | 100 | 0.8 x Price |
| Iron | - | - | - | 200 | 0.8 x Price |
| Silver | - | Silvered | - | 550 | 1.3 x Price |
| Steel | +1 | - | - | 300 | 1.0 x Price |
| Dwemer | +2 | Magic | - | 400 | 6.0 x Price |
| Moonstone | +2 | Magic | - | 500 | 5.0 x Price |
| Orichalcum | +2 | - | - | 400 | 4.0 x Price |
| Adamantium | +3 | - | - | 1000 | 8.0 x Price |
| Malachite | +3 | Magic | - | 200 | 7.0 x Price |
| Stalhrim | +3 | Magic | - | 1000 | 12.0 x Price |
| Daedric | +4 | Magic | +1 | 1500 | 15.0 x Price |
| Ebony | +4 | Magic | +1 | 1250 | 10.0 x Price |
| Dragonbone | +5 | Magic | +1 | 1500 | 30.0 x Price |
Special Melee Weapon Materials
- Wood (0.5 x price, 0 EL): No modifier for Quarterstaffs and Maces. Halves damage of all other weapons.
- Bone (0.5 x price, 0 EL): Weapon deals half damage.
Special Melee Weapon Qualities Certain extra qualities that can be used to enhance an existing weapon. Often only provided by skilled craftsmen. Price modifiers are based on the final price of the weapon after material modifiers.
- Runed (+20% Price): Gains Magic.
- Silvered (+30% Price): Gains Magic, counts as silver for damage purposes.
- Spell Focus (+50% Price): Gains Focus.
Utility Weapons
| Type | Dam | H | Reach/Range | Qualities | ENC | Price |
|---|---|---|---|---|---|---|
| Net | - | 1H | 2m | Entangling, Thrown (3/4/5) | 1 | 10 |
| Bola | - | 1H | - | Thrown (5/10/15), Snare | 1 | 30 |
| Sling | 1d4 | 1H | 5/25/50 | Reload (1), Small, Sling | 0 | 15 |
Sling Materials
| Name | Dam Mod | Enchant Lvl | Price Mod |
|---|---|---|---|
| Cloth | - | 50 | 1.0 x Price |
| Hemp | +1 | 100 | 2.0 x Price |
| Leather Straps | +2 | 150 | 3.0 x Price |
| Netch L. Straps | +3 | 200 | 5.0 x Price |
| Silk | +4 | 250 | 10.0 x Price |
| Dreugh Hide | +5 | 300 | 15.0 x Price |
Ranged Weapons
| Type | Dam | H | Range | Qualities | ENC | Price |
|---|---|---|---|---|---|---|
| Arbalest | 1d12 | 2H | 20/150/300 | Complex, Reload (4, min 1), Crushing (6) | 2 | 700 |
| Crossbow | 1d10 | 2H | 20/100/250 | Complex, Reload (2, min 1), Crushing (4) | 1 | 500 |
| Longbow | 1d8 | 2H | 10/250/350 | Reload (2), Unwieldy | 2 | 200 |
| Shortbow | 1d6 | 2H | 20/100/200 | Reload (1) | 1 | 100 |
| Throwing Star | 1d4 | 1H | 5/10/15 | Thrown, Small (Weapon Quality) | 0 | 10 |
| Dart | 1d4 | 1H | 5/10/15 | Thrown, Small (Weapon Quality) | 0 | 10 |
Special Ranged Weapon Qualities
Certain extra qualities that can be used to enhance an existing weapon. Often only provided by skilled craftsmen.
- Spell Focus (Weapon Quality) (100 drakes)
Thrown Ranged Weapons
Ranged weapons with the Thrown quality count as melee weapons for the purposes of determining weapon material.
Ranged Weapon Materials
| Name | Range Mod | EL | ENC | Price Mod |
|---|---|---|---|---|
| Wood | - | 100 | - | 1.0 x P |
| Bonemold | +5m all ranges | 300 | - | 1.5 x P |
| Chitin | +5m all ranges | 200 | - | 1.25 x P |
| Dwemer | +5m all ranges | 800 | - | 6.0 x P |
| Orichalcum | +5m all ranges | 400 | - | 4.0 x P |
| Moonstone | +10m all ranges | 500 | - | 5.0 x P |
| Daedric | +15m all ranges | 1500 | +1 | 15.0 x P |
| Ebony | +15m all ranges | 1250 | +1 | 10.0 x P |
| Malachite | +15m all ranges | 200 | - | 7.0 x P |
| Dragonbone | +20m all ranges | 1500 | +1 | 30.0 x P |
Ammunition
Most ranged weapons use ammunition to reload: either arrows (bows) or bolts (crossbows). The material of the ammunition modifies the damage of the weapon on the shot it’s used for. The material of the ammunition can also impart certain qualities to the attack and determines the enchantment level of the ammunition. Ammunition is priced per 10 shots, and each shot is ENC 0 (so 10 shots is ENC 1).
Bolts have no unique rules associated with them, and their rules are built into the profile of the crossbows above. Arrows, on the other hand, come in one of two different types, each corresponding with the way that type inflicts damage. There are no cost differences between these types: Arrow Types
- Slashing Arrows (Broadheads): The shot gains the Slashing (X) (Weapon Quality) (uses the firing character’s Strength bonus as normal).
- Splitting Arrows (Bodkins): The shot gains the Splitting (X) (Weapon Quality) (uses the firing character’s Strength bonus as normal).
Ammunition Materials
| Name | Dam Mod | Qualities | EL | Price per 10 shots |
|---|---|---|---|---|
| Chitin | - | - | 200 | 16 |
| Iron | - | - | 200 | 16 |
| Silver | +1 | Silvered | 550 | 26 |
| Steel | +1 | - | 300 | 20 |
| Dwemer | +2 | Magic | 400 | 120 |
| Moonstone | +2 | Magic | 500 | 100 |
| Orichalcum | +2 | - | 400 | 80 |
| Adamantium | +3 | - | 1000 | 160 |
| Malachite | +3 | Magic | 200 | 140 |
| Stalhrim | +3 | Magic | 1000 | 240 |
| Daedric | +4 | Magic | 1500 | 300 |
| Ebony | +4 | Magic | 1250 | 200 |
| Dragonbone | +5 | Magic | 1500 | 600 |