Weapons - One Handed

One Handed Weapons

One handed weapons are divided into two: heavy weapons and light weapons. Light weapons can be wielded as an off-hand weapon. When you wield a light weapon with your off-hand, you can only use its prepared action. Conversely, prepared actions of light weapons can't be used while they are wielded with the main hand.

Weapon Damage Weapon Precision Range Initiative Bonus
Hatchet 25 0 1m
Curved Sword 20 1 1m
Throwing Spear 20 0 1m
Scepter 20 0 5m
Wand 20 0 5m
Shortsword 20 1 1m
Dagger 15 1 1m +1
Unarmed 10 1 1m +1

Hatchet (Heavy)

  • Slash
    • Deals 25 physical damage.
    • Ignores temporary armor.
  • Chop
    • Deals 20 physical damage, ignoring physical armor up to 10.

Curved Sword (Heavy)

  • Slash
    • Deals 20 physical damage.
  • Feint
    • Deals 10 physical damage. Potency bonus to damage is doubled for this attack.
    • You have a (1 + P/3) bonus to precision roll of this attack.

Throwing Spear (Heavy)

  • Aptitude: Strength
  • Thrust
    • Deals 20 physical damage.
  • Sweep
    • This attack's precision roll is made against Evasion.
    • Deals 10 physical damage. Potency bonus to damage is doubled for this attack.
    • Hits 3 squares in front of you.

Scepter (Heavy)

  • (Projectile) Bolt
    • Range: 5 meters
    • Deals 20 magical damage.
  • Blast
    • Range: 5 meters
    • This attack's precision rolls are made against Evasion.
    • Create a magical orb, which falls to the ground and explodes, dealing 10 magical damage to all creatures within 1 meter radius. Potency bonus to damage is doubled for this attack.

Wand (Light)

  • (Projectile) Bolt
    • Range: 5 meters
    • Deals 20 magical damage.
  • Bind
    • Range: 5 meters
    • This attack's precision roll is made against Constitution.
    • Immobilizes the target for (1 + C/4) rounds.
  • (Prepared action) Magic Protection
    • Range: 5 meters
    • Choose an ally. Grant them (3 + P/2) temporary magical armor for 1 round.

Shortsword (Light)

  • (Passive) Sidearm
    • This weapon's properties allows it to be used as a sidearm.
    • Skills rolls regarding the concealment of this weapon receive a +2 bonus.
    • During your turns, you can use the Swap Weapon action to swap to your shortsword freely without using a rapid action.
    • Swapping weapons in this way drops the previous weapon onto the ground below you.
  • Slash
    • Deals 20 physical damage.
  • Thrust
    • This attack's precision roll is done against Evasion.
    • Ignores weapon precision.
    • Deals 15 physical damage, ignoring up to 10 physical armor.
  • (Prepared) Countering
    • Next time a creature within range attacks you with a melee weapon, you also attack them.
    • Ignores weapon precision.
    • Deals 10 physical damage.

Dagger (Light)

  • (Passive) Sidearm
    • This weapon's properties allows it to be used as a sidearm.
    • Skills rolls regarding the concealment of this weapon receive a +3 bonus.
    • During your turns, you can use the Swap Weapon action to swap to your dagger freely without using a rapid action.
    • Swapping weapons in this way drops the previous weapon onto the ground below you.
  • Stab
    • Deals 15 physical damage.
  • Double Slash
    • Ignores weapon precision.
    • Deals 10 physical damage.
    • You attack the target twice.
  • (Prepared action) Backstab
    • Next time a flanked foe within your reach is attacked by an ally, you also attack them.
    • Deals 10 physical damage. Potency bonus to damage is doubled for this attack.

Unarmed (Light)

  • Punch
    • Deals 10 physical damage.
  • Stunning Blow
    • This attack's precision roll is made against Constitution.
    • Stuns the target for 1 round.
  • (Prepared action) Disorienting Blow
    • This attack's precision roll is made against Constitution.
    • Ignores weapon precision.
    • Attack the next foe who moves into, within or out of melee range, applying 1 round of disorientation.