Many weapons possess special rules, known as Weapon Qualities, that represent factors that set them apart from other weapons in some fashion.
The “Big Three”
Below are the three most important weapon qualities. Most weapons posses one of these qualities, which are critical to their identity. Their effects can stack on instances of themselves or with one another.
Other Weapon Qualities
Listed below are many of the other qualities weapons may have. It is important to be familiar with the qualities your weapons possess and how they interact with one another!
- Complex (Weapon Quality)
- Concussive (Weapon Quality)
- Damaged (X) (Item Quality)
- Dueling Weapon (Weapon Quality)
- Entangling (Weapon Quality)
- Spell Focus (Weapon Quality)
- Exploit Weakness (Weapon Quality)
- Flail (Weapon Quality)
- Impaling (Weapon Quality)
- Hand to Hand (Weapon Quality)
- Hooked (Weapon Quality)
- Magic (Item Quality)
- Mounted (Weapon Quality)
- Primitive (Weapon Quality)
- Proven (Weapon Quality)
- Reload (X) (Weapon Quality)
- Shield Splitter (Weapon Quality)
- Sling (Weapon Quality)
- Small (Weapon Quality)
- Snare (Weapon Quality)
- Thrown (X-Y-Z) (Weapon Quality)
- Unwieldy (Weapon Quality)
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 (Item Quality)
Armor
(+25% price) Gains Magic and 1 Magic AR.
Weapons
(+20% Price): Gains Magic (Item Quality).
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Silvered (Melee Weapon Quality)
(+30% Price): Gains Magic (Item Quality), counts as Silver for damage purposes.
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Spell Focus (Weapon Quality)
Ranged Weapons or Melee Weapons with this Quality increase in Price by +50%.
Character treats the hand holding the weapon as a free hand for the purposes of Casting Spells. The weapon does not increase the range of any spell as a result of its reach.
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