Weapons List
Your character may or may not use weapons. It's up to you. Any weapon you initially purchase with your gold will give you rank 0 with that weapon. That means that you won't suffer a Hit Adjustment with that weapon (you'll learn about that below). So purchasing some weapons in the beginning can be wise, because you'll always be at least somewhat familiar with them. To gain in rank with your weapons, you'll have to use them, so remember that even if you buy a weapon in the beginning, if you just keep it in your backpack, you won't advance in rank with it when you go up a level. You need to use it to get better with it!
Weapons are listed with the following information that you need to be familiar with --
SR is the strength rating. This is the strength necessary to wield this weapon. If your strength is less than this, subtract one from the DB for each point less that it is. If your strength is greater, add one point to the DB for every 4 points of strength you have above the SR.
DB is the Damage Base. This is the number that is added to a 1d10 roll when you calculate the damage one of your blows does. It is modified by your rank with a weapon and by your strength in relation to the weapon's SR, as well as by the Warrior skill if you have it. If a weapon can be wielded either one or two handed, it will have a normal damage base and a heightened damage base in parentheses. The parentheses indicate the damage done when wielded two-handed. If a weapon only has a DB in parentheses, it means that two hands are necessary to wield the weapon.
DT is the Damage Type. This is either S (slashing), P (piercing), or C (crushing), and comes into effect when you do enough damage to cause a grievous injury.
Range is the range within which the weapon can be effective. If the weapon can be used at a range, it will be given in feet.
HA is the Hit Adjustment. This is the modification, in percent, that you will subtract from your % to hit if you are not ranked with the weapon.
Cost is the average cost for the weapon.
To calculate your % to hit, look at your Dexterity. Multiply it by 3. This is the chance you have to strike with any weapon you pick up, modified by the HA or any ranking you hold with that weapon type. For each rank you advance in a weapon, your % to hit goes up 6%. No % to hit can be higher than 96%, but a character should keep track of advancement beyond 96% in parentheses next to their % to hit. The reason for this is that if the ST gives penalties to your % to hit (because of darkness, uneven terrain, high winds, etc.) you should subtract the penalty from your % in parentheses.
To increase in rank with a weapon, look in Character Growth under Raising Ranks.
You will also go up a rank each time you go up a level. Again, remember that you need to use the weapon in combat or practice if you wish to advance.
Like any other skill, to learn a new weapon costs 1000 experience points, at which point you will be rank 0 (and suffer no HA).
The Weapons
Weapon Name SR DB DT Range HA Cost
Dagger 11 2 P 20 -20 30
Eating Stiletto 9 1 P -- -- 15
Hunting Knife 12 1 S -- -- 20
Shortsword 13 3 S -- -20 140
Scimitar 14 3 S -- -20 230
Cutlass 15 4 S -- -20 260
Sabre 16 4 S -- -20 280
Rapier 14 3 P -- -30 320
Broadsword 16 4 S -- -10 300
Hand and a Half 17 4 (5) S -- -10 280
Two-Handed Sword 22 (8) S -- -10 300
Tirané War Sword 23 (9) S -- -10 350
Longsword 18 5 (6) S -- -10 300
Woodsman's Axe 14 3 S -- -10 20
Battle Axe 19 5 S -- -10 160
War Hammer 18 3 C -- -10 90
Mace 18 3 C -- -10 120
Flail 17 4 C -- -30 180
Quarterstaff 12 2 C -- -30 10
Fighting Staff, steel shod 17 5 C -- -30 90
Whip 10 0 -- -- -30 20
Sling 8 0 C -- -30 10
Spear 16 4 P 20 feet -10 120
Pole Arm 17 4 P 8 feet (still held) -20 260
Short Bow 13 2 P 200 feet -20 90
Long Bow 16 4 P 400 feet -20 160
Northern Bow 25 8 P 300 feet -20 140
Light Crossbow 14 3 P 60 feet -30 160
Standard Crossbow 16 4 P 80 feet -30 220
Heavy Crossbow 18 6 P 100 feet -30 300
Arrows cost about 3 to 5 silver per arrow.
Bolts cost about 2 to 3 silver per bolt (these are used in crossbows).
Many other weapons exist in the world or might be fabricated by characters. Using the above list as a guideline, the ST can determine such weapons' statistics.
Rel Morde Steel
This famous, legendary steel is forged only on the isle of Rel Morde, but imported weapons can be found in very fine weapons’ shoppes. The quality of such weapons and armor is readily apparent. Rel Morde steel comes in 6 grades. The first four are available to the public. Each step up will give a weapon an additional +5% to hit and a +1 to damage.
+1 Rel Morde Steel (Lorach) - This will cost 3x as much as a normal weapon.
+2 (Karna)- This will cost 5x as much.
+3 (Voltem) - This will cost 8x as much.
+4 (Sala)- This will cost 14x as much.
Unarmed -- All characters will have an unarmed score for times when no weapon is available.
The % to hit is equal to Agility + Dexterity. Everyone begins at rank 0, and adds 6% per rank.
The Damage Base is -3, +1 for every 3 points of strength above 16.
The Damage Type is C.
Your Damage Base for all weapons and unarmed will go up 1 point for every 3 ranks you advance (beginning at rank 3).
Now that you've purchased your weapons, go ahead and purchase any Equipment you'll need.