Weapons
A character can have one or several weapon masteries. The efficiency of each weapon to cut, pierce, crush and parry are represented as good, fair or bad.
Weapon | Cut | Pierce | Crush | Defense | Comment |
---|---|---|---|---|---|
Sword | good | fair | bad | good | Balanced weapon |
Dagger | good | good | bad | bad | Light weapon for stealth, very close combat (favored by Gnomes) |
Axe | good | bad | bad | bad | Heavy offensive weapon to cut trough your opponent |
Mace | bad | bad | good | bad | Heavy offensive weapon to crush your opponent |
Staff | bad | bad | good | good | Balanced defensive weapon, perfect for one vs many |
Polearms | bad | good | fair | fair | Long range close combat weapon |
Bare Hand | bad | bad | fair | bad | useful when you loose your weapon |
Shield | bad | bad | fair | good | Defensive purpose |
Bow | bad | good | bad | bad | Distance weapon which rely on Strength but quicker |
Crossbow | bad | good | bad | bad | Distance weapon for those who don't want to rely on their Strength but slower |
Exotic
Strength bonus and limitation
Each weapon has a minimal amount of Strength required to use it without malus.
- -1: -1 Attack/Defense and -1 damage
- -2: -3 Attack/Defense and -2 damage
- -3: -5 Attack/Defense and -3 damage
- -4: -10 Attack/Defense and -4 damage
- -5: -20 Attack/Defense and -5 damage
- < -5: cannot hold the weapon
Each point of Strength exceeding this limit will grant additional damage up to the weapon limit bonus damage (halved for one hand weapons).
For hardcore players, after a combat, each point of Strength exceeding the weapon's maximal limit (bonus damage) forces the player to throw a D10, a 10 means that the weapon has broken.
Reach
Close combat weapons are separated in three reaches: short, standard and great. This only means that a greater reach weapon can strike a shorter type weapon without risking counter-attack.
A character can throw a weapon at max 2Strength meters.
A bow/crossbow distance depends on the type of bow and the character Strength.
One hand VS Two hands
One-hand weapons only benefit from half the Strength for damage bonus.
Two-hand weapons benefit from all the Strength for damage bonus.
Two one-hand weapons require more Agility (-1Attack first hand and -3Attack second hand). You realize one combat test for each weapon.
Light, balanced and heavy weapons
With a Light weapon a character can follow a successful attack with bonus attacks which require new Attack test and do not create new Defense tests for the defender.
Heavy weapons benefit more from Strength.
A Light weapon attacks before a Balanced weapon which attacks before a Heavy weapon.
Weapon Mastery
A melee weapon mastery cannot be superior to 2 plus the mastery of Strength or Agility.
A distance weapon mastery cannot be superior to 2 plus the mastery of Perception or Agility.
A character having mastered a weapon (at any rank) knows the way of fighting and can learn a new mastery twice as quickly (up to the current max mastery).
For each type of weapon, the character develops a mastery that grants them default bonuses and specific bonuses (specific to each weapon type).
title | rank | Xp | Two weapons fight malus | Bonus |
---|---|---|---|---|
Novice | 1-2 | 1-5 | -1/-3 | Knows from with which end to hold the weapon |
Initiate | 3-4 | 6-14 | -1/-2 | Knows from with which end to strike the opponent |
Apprentice | 5-6 | 15-27 | 0/-2 | Never lose their weapon by mistake |
Adept | 7-8 | 28-44 | 0/-1 | Can disarm |
Expert | 9 | 45-54 | 0/0 | Cannot be disarmed |
Master | 10 | 55 | 0/0 | ?? |