====== 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 |