====== 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 ^
| [[start:rpg:items_services:weapons:sword|Sword]] | good | fair | bad | good | Balanced weapon |
| [[start:rpg:items_services:weapons:dagger|Dagger]] | good | good | bad | bad | Light weapon for stealth, very close combat (favored by [[start:setting:races:gnome|Gnomes]]) |
| [[start:rpg:items_services:weapons:axe|Axe]] | good | bad | bad | bad | Heavy offensive weapon to cut trough your opponent |
| [[start:rpg:items_services:weapons:mace|Mace]] | bad | bad | good | bad | Heavy offensive weapon to crush your opponent |
| [[start:rpg:items_services:weapons:staff|Staff]] | bad | bad | good | good | Balanced defensive weapon, perfect for one vs many |
| [[start:rpg:items_services:weapons:polearms|Polearms]] | bad | good | fair | fair | Long range close combat weapon |
| [[start:rpg:items_services:weapons:bare_hand|Bare Hand]] | bad | bad | fair | bad | useful when you loose your weapon |
| [[start:rpg:items_services:weapons:shield|Shield]] | bad | bad | fair | good | Defensive purpose |
| [[start:rpg:items_services:weapons:bow|Bow]] | bad | good | bad | bad | Distance weapon which rely on Strength but quicker |
| [[start:rpg:items_services:weapons:crossbow|Crossbow]] | bad | good | bad | bad | Distance weapon for those who don't want to rely on their Strength but slower |
===== Exotic =====
* [[start:rpg:items_services:weapons:sling_shot|Sling-Shot]]
* [[start:rpg:items_services:weapons:multi_purpose_pickaxe|Multi-Purpose Pickaxe]]
===== 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 | ?? |
===== Quality =====
^ ^ Price ^ Weight((minimum 0.5 for Light weapons, 1 for Balanced weapons and 2 for Heavy weapons)) ^ Strength bonus damage ^ Will ^ Attack/Defense((if the weapon already gives Defense)) ^ Damage ^ Chance ^
| Trash | -50% | +1 | -1 | -1 | -1 | -25% | 1000-701 |
| Used | -25% | | | | | -25% | 700-501 |
| Common | | | | | | | 500-101 |
| Uncommon | x2 | -1 | +1 | +1 | +1 | +25% | 100-011 |
| Epic | x5 | -2 | +2 | +2 | +2 | +50% | 011-002 |
| Legendary | x20 | -3 | +3 | +3 | +3 | x2 | 001 |