Weapons - Two Handed

Two Handed weapons

Two handed weapons have three weapon attacks.

Weapon Damage Weapon Precision Range Initiative Bonus
Glaive 30 0 2m
Spear 25 1 2m
Two-handed sword 25 1 1m
War hammer 20 0 1m
Staff 20 1 10m
Crossbow 25 1 10m
Longbow 20 0 15m
Shortbow 15 1 10m +1
War drums 0 0 15m

Glaive

  • (Passive) Polearm
    • You cannot attack adjacent targets with a glaive.
  • Slash
    • Range: 2 meters.
    • Deals 30 physical damage.
  • Spinning Slash
    • Range: 2 meters.
    • This attack's precision rolls are made against Evasion.
    • Ignores weapon precision.
    • Deals 15 physical damage.
    • Choose a direction: clockwise or counter-clockwise. Attack a target, then continue attacking the next creature in the direction you chose. You continue this until you complete a full rotation, or if there is an adjacent obstacle such as a creature blocking your spin.
  • (Prepared action) Hilt Block
    • Range: 2 meters.
    • Next time a foe attempts to move into or within range, try to block them. If you succeed, the area within your weapon range is considered light rough terrain for that creature.
    • This ability works with adjacent targets.

Spear

  • (Passive) Polearm
    • A spear only deals half damage to adjacent targets, except for with Keep At Bay.
  • Thrust
    • Range: 2 meters.
    • Deals 25 physical damage.
  • Keep At Bay
    • Range: 2 meters.
    • Deals 15 physical damage. Potency bonus to damage is doubled for this attack.
    • Target is pushed (2 + P/4) meters away from you.
  • (Prepared action) Spear Brace
    • Range: 2 meters.
    • Ignores weapon precision.
    • Next time a foe charges or runs into or within range, you attack them and deal 25 physical damage.

Two-handed Sword

  • Slash
    • Deals 25 physical damage.
  • Half Swording
    • This attack's precision roll is done against Evasion.
    • Ignores weapon precision.
    • Deals 20 physical damage, ignoring physical armor up to 10.
  • (Prepared action) Defensive Stance
    • You have a (1 + P/3) bonus to Parry against the next physical attack.

War Hammer

  • Smash
    • Deals 20 physical damage, ignoring physical armor up to 15.
  • Momentum Swing
    • This attack's precision rolls are made against Evasion.
    • Deals 5 armor-ignoring damage.
    • Hits all creatures within range, stunning the creatures you hit for 1 round.
    • These creatures are also pushed away for 1 meter.
  • (Prepared action) Fierce Slam
    • Attack the next foe who falls prone within range.
    • Deals 10 armor-ignoring damage. Potency bonus to damage is doubled for this attack.

Staff

  • (Passive) Unsteady Aiming
    • Unless you use Improved Aiming, your projectile attacks with staves have a -2 penalty on precision rolls.
  • (Projectile) Bolt
    • Range: 10 meters
    • Deals 20 magical damage.
  • Projectile Shielding
    • Range: 5 meters.
    • Choose a 2 meters by 2 meters area. You create a spherical magical shield there.
    • This shield acts like half cover against projectiles passing through it and lasts for 1 round.
    • Projectiles shot from creatures inside this shield are unaffected by it.
  • (Prepared action) Protection from Magic
    • You have a (1 + P/3) bonus to Warding against the next magical ability used against you.

Crossbow

  • (Passive) Unsteady Aiming
    • Unless you use Improved Aiming, your projectile attacks with crossbows have a -2 penalty on precision rolls.
  • (Passive) Reloading
    • This weapon requires it to be reloaded before shooting, and it can be reloaded as a rapid action or by spending 1 energy.
  • (Projectile) Shoot
    • Range: 10 meters.
    • Deals 25 physical damage.
  • (Projectile) Piercing Shot
    • Range: 10 meters.
    • Deals 15 armor-ignoring damage. Potency bonus to damage is doubled for this attack.
  • (Prepared action) Bash
    • Ignores weapon precision.
    • Attack the next foe who moves into, within or out of melee range.
    • This attack deals 10 physical damage.

Longbow

  • (Passive) Unsteady Aiming
    • Unless you use Improved Aiming, your projectile attacks with longbows have a -2 penalty on precision rolls.
  • (Projectile) Shoot
    • Range: 15 meters.
    • Deals 20 physical damage.
  • (Projectile) Curving Shot
    • Shoot your projectile in a way that it bends and curves around objects.
    • This attack ignores non-magical covers, as long as the target is in line of sight.
    • Deals 15 physical damage.
  • (Prepared action) Bash
    • Ignores weapon precision.
    • Attack the next foe who moves into, within or out of melee range.
    • This attack deals 10 physical damage.

Shortbow

  • (Passive) Unsteady Aiming
    • Unless you use Improved Aiming, your projectile attacks with shortbows have a -1 penalty on precision rolls.
  • (Passive) Sidearm
    • This weapon's properties allows it to be used as a sidearm.
    • Skills rolls regarding the concealment of this weapon receive a +1 bonus if you are carrying at most 2 arrows.
    • During your turns, you can use the Swap Weapon action to swap to your shortbow freely without using a rapid action.
    • Swapping weapons in this way drops the previous weapon(s) onto the ground below you.
  • (Projectile) Shoot
    • Range: 10 meters.
    • Deals 15 physical damage.
  • (Projectile) Multishot
    • Range: 10 meters.
    • Ignores weapon precision.
    • Deals 10 physical damage.
    • You attack the target twice.
  • (Prepared action) Bash
    • Ignores weapon precision.
    • Attack the next foe who moves into, within or out of melee range.
    • This attack deals 5 physical damage.

War Drums

  • (Passive) Playing Drums
    • Allies who are unable to hear are not affected by war drums.
    • Being stunned, falling or going prone, diving underwater or becoming unavailable to use techniques in any way stops the bonuses granted by this weapon.
  • (Rapid action) "Empowering"
    • Radius: 15 meters
    • All other allies within radius gain a (5 + P/3) bonus to their damage with single target damaging abilities until your next turn.
    • This bonus doesn't affect harming status effects such as bleeding and burning.
  • (Rapid action) "Invigorating"
    • Radius: 15 meters
    • All other allies within radius gain (5 + C/3) temporary health until your next turn.