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Revision as of 15:48, 3 September 2018
In the world of Raxia, skills and magic will only get one so far. Even if a PC excels at their classes, there are times where it can be too dangerous to rely on skill alone. It is those times where the proper items and equipment can make a difference. The items introduced here are just some of those found in the world of Raxia.
Item Data
The following is a list view of items, and explanations for each section.
※Category
[Sword] and [Axe] are described as such. This also affects the [Weapon Proficiency/**] Combat Feat.
※Rank
For weapons and armor, there are four ranks: B, A, S, and SS. B-Rank equipment can be equipped by anyone. A-Rank equipment requires the appropriate [Weapon Proficiency/**] or [Armor Proficiency/**] Combat Feat. For S-Rank and SS-Rank equipment, please refer to rulebooks 2 and 3.
1. Name
The name of the weapon, armor, etc.
2. Usage
The number of hands required to use the weapon effectively. Also notes whether or not the weapon can be thrown, as well as methods of usage. The notations are as follows.
- [1H]: Requires one hand to wield.
- [2H]: Requires both hands to wield.
- [1H†]: Allows either one or two hands to wield. Data for 2-handed use is included immediately below.
- [1H*]: Can be used as a throwing weapon. If thrown, counts as a [Thrown] missile weapon instead of it's normal category.
- [1H‡]: Does not use the hands, but is still treated as a 1-handed weapon.
- [2Hᵴ]: This weapon has multiple uses, and deals slashing damage.
- [2Hᵱ]: This weapon has multiple uses, and deals piercing damage.
3. Req'd STR
Stands for Required Strength. A PC needs to have a Strength equal to or exceeding the listed Strength to equip that item. If they do not, their skills receive a penalty, and they do not receive the benefits of the item in question. This does not add together, so a character with multiple weapons and armor needs to have a minimum Strength equal to or greater than the highest Req'd STR of their equipment to gain benefits from all of them.
4. Accuracy
Shows how accurate each weapon is.
5. Impact
The Impact of the weapon. A results of a roll of 2d, when compared to the chart ranging from 3-12 for each weapon, determines the damage calculation. Please refer to pg. 154 for more details.
6. Crit Rate
Stands for "Critical Value". When attacking, if the total of your dice alone meet or exceed the Crit Rate, your attack is a critical hit.
7. Add'l Dmg
Stands for Additional Damage. When rolling damage for [Crossbows], add the number given to the roll.
8. Magic Power
Mainly used by [Guns]. When determining damage, add the number given to the roll.
9. Range
Unique to [Guns]. Represents the effective range of weapons that require aiming at the desired target.
10. Max Magazine
Represents a [Gun]'s maximum capacity for bullets.
11. Evasion
Certain armor and shields may modify a PC's evasion. This may be in addition to, or for some armors instead of, Defense.
12. Defense
Represents the defenses provided by armor and shields. This is often given in addition to Evasion, but there are exceptions.
13. Price
The price of weapons, armor, items, etc. Listed in Gamels (G). Unwanted equipment can be bought back for half the listed price.
Melee Weapons
Most melee weapons tend to be inexpensive, and their use tends to earn favor with those who fight on the front lines. However, even a wizard may use melee weapons in self-defense, though not as proficiently. Even punches, kicks, and wrestling techniques will be examined here.
Each category is separated according to strength and ease of use, with more difficult weapons requiring a bit more training to use. Otherwise, there is naught but money stopping one from purchasing their weapon of choice.
Swords
Swords and knives. Relatively easily concealed, and just as easily drawn.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Knife | 1H* | 1 | - | 1 | 0 | 0 | 0 | 1 | 2 | 3 | 3 | 3 | 4 | 4 | 10 | 30 |
Dagger | 1H* | 3 | - | 3 | 0 | 0 | 1 | 1 | 2 | 3 | 4 | 4 | 4 | 5 | 10 | 50 |
Short Sword | 1H | 5 | - | 5 | 0 | 1 | 1 | 2 | 2 | 3 | 4 | 5 | 5 | 5 | 10 | 80 |
Rapier | 1H | 8 | - | 8 | 0 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 6 | 10 | 110 |
Saber | 1H | 10 | - | 10 | 1 | 1 | 2 | 3 | 3 | 4 | 5 | 5 | 6 | 7 | 10 | 190 |
Estoc | 2H | 11 | - | 21 | 1 | 2 | 3 | 4 | 6 | 6 | 7 | 8 | 9 | 10 | 10 | 370 |
Long Sword | 1H† | 13 | - | 13 | 1 | 2 | 3 | 3 | 4 | 4 | 5 | 6 | 7 | 7 | 10 | 440 |
2H | 13 | - | 23 | 2 | 2 | 3 | 5 | 6 | 7 | 7 | 8 | 9 | 10 | 10 | ||
Broad Sword | 1H | 15 | - | 15 | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 7 | 8 | 10 | 340 |
Bastard Sword | 1H† | 17 | - | 17 | 1 | 2 | 3 | 4 | 5 | 5 | 6 | 7 | 7 | 8 | 10 | 560 |
2H | 17 | - | 27 | 2 | 3 | 4 | 6 | 6 | 8 | 8 | 9 | 9 | 10 | 10 | ||
Falchion | 2H | 18 | - | 28 | 2 | 3 | 4 | 6 | 6 | 8 | 9 | 9 | 10 | 10 | 10 | 790 |
Zweihander | 2H | 20 | - | 30 | 2 | 4 | 4 | 6 | 7 | 8 | 9 | 10 | 10 | 10 | 10 | 860 |
Shamshir | 2H | 22 | - | 32 | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 10 | 10 | 10 | 11 | 950 |
Great Sword | 2H | 24 | - | 34 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 10 | 11 | 11 | 10 | 1,020 |
Only those with [Weapon Proficiency/Sword] may equip the following weapons.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flissa | 1H | 8 | - | 13 | 1 | 2 | 3 | 3 | 4 | 4 | 5 | 6 | 7 | 7 | 10 | 880 |
Flamberge | 1H† | 23 | - | 28 | 2 | 3 | 4 | 6 | 6 | 8 | 9 | 9 | 10 | 10 | 10 | 1,580 |
2H | 23 | - | 38 | 3 | 5 | 6 | 7 | 8 | 10 | 10 | 11 | 12 | 13 | 10 | ||
Dragonslayer | 2H | 28 | - | 43 | 4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 10 | 2,760 |
Axes
Whether single- or double-bladed, the defining feature of axes is their immense Impact. This is balanced out by their increased difficulty to critically hit, however.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hand Axe | 1H* | 7 | - | 12 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 6 | 7 | 11 | 90 |
Battle Axe | 1H† | 16 | - | 21 | 1 | 2 | 3 | 4 | 6 | 6 | 7 | 8 | 9 | 10 | 11 | 360 |
2H | 16 | - | 31 | 2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 11 | 11 | ||
Great Axe | 2H | 18 | - | 33 | 3 | 4 | 5 | 6 | 8 | 8 | 10 | 10 | 10 | 11 | 11 | 410 |
Heavy Axe | 1H† | 20 | - | 25 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 8 | 9 | 10 | 11 | 440 |
2H | 20 | - | 35 | 3 | 4 | 5 | 7 | 8 | 9 | 10 | 10 | 11 | 12 | 11 | ||
Bulova | 2H | 22 | - | 37 | 3 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 12 | 11 | 490 |
Minotaur's Axe | 2H | 30 | - | 45 | 4 | 6 | 7 | 9 | 10 | 10 | 11 | 12 | 13 | 14 | 11 | 950 |
Only those with [Weapon Proficiency/Axe] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Halberd | 2Hᵴ | 20 | - | 40 | 4 | 5 | 6 | 7 | 9 | 10 | 11 | 11 | 12 | 13 | 11 | 1,080 |
2Hᵱ | 20 | - | 35 | 3 | 4 | 5 | 7 | 8 | 9 | 10 | 10 | 11 | 12 | 10 |
Spears
The spear. Characterized by the point at the end of it's haft, it's increased Impact comes at the loss of accuracy.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Javelin | 1H* | 5 | -1 | 10 | 1 | 1 | 2 | 3 | 3 | 4 | 5 | 5 | 6 | 7 | 10 | 65 |
Short Spear | 1H* | 10 | -1 | 15 | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 7 | 8 | 10 | 110 |
Spear | 1H† | 15 | -1 | 20 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 170 |
2H | 15 | - | 25 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 8 | 9 | 10 | 10 | ||
Long Spear | 1H† | 20 | -1 | 25 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 9 | 10 | 10 | 220 |
2H | 20 | - | 30 | 2 | 4 | 4 | 6 | 7 | 8 | 9 | 10 | 10 | 10 | 10 |
Only those with [Weapon Proficiency/Spear] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact Power |
[03] |
[04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ahlspiess | 1H† | 15 | -1 | 25 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 8 | 9 | 10 | 10 |
480 |
2H | 15 | - | 30 | 2 | 4 | 4 | 6 | 7 | 8 | 9 | 10 | 10 | 10 |
10 |
Maces
With both high Impact and higher accuracy, the mace is a dangerous weapon. Don't expect to critically hit all too often, however.
Name | Usage | Req'd STR | Accuracy | Impact Power |
[03] |
[04] |
[05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light Mace | 1H | 5 | +1 | 10 | 1 | 1 | 2 | 3 | 3 | 4 | 5 | 5 | 6 | 7 | 12 | 120 |
Heavy Mace | 1H† | 15 | +1 | 20 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 330 |
2H | 15 | +1 | 30 | 2 | 4 | 4 | 6 | 7 | 8 | 9 | 10 | 10 | 10 | 12 | ||
Maul | 2H | 20 | +1 | 35 | 3 | 4 | 5 | 7 | 8 | 9 | 10 | 10 | 11 | 12 | 12 | 440 |
Ogre Maul | 2H | 30 | +1 | 45 | 4 | 6 | 7 | 9 | 10 | 10 | 11 | 12 | 13 | 14 | 12 |
640 |
Only those with [Weapon Proficiency/Mace] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Biliong | 1H | 7 | +1 | 17 | 1 | 2 | 3 | 4 | 5 | 6 | 6 | 7 | 7 | 8 | 12 | 460 |
Staves
A sturdy piece of carved wood, staves are reliable weapons, even for those of lower Strength. Spellcasters also use them as a channel for their magic, though typically Sorcerers are seen focusing their Truespeech Magic through one.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mage Staff | 2H | 1 | +1 | 11 | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 6 | 7 | 12 | 110 |
Quarterstaff | 2H | 4 | +1 | 14 | 1 | 2 | 3 | 4 | 4 | 4 | 5 | 6 | 7 | 8 | 12 | 140 |
Only those with [Weapon Proficiency/Staff] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy7 | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mana Staff※ | 2H | 3 | +1 | 13 | 1 | 2 | 3 | 3 | 4 | 4 | 5 | 6 | 7 | 7 | 12 | 6,800 |
※Increases Magic Power by +1, and is considered a magical weapon.
Flails
A weight or iron ball attached with a chain to a handle, a flail is a simple weapon. However, while its swings carry a lot of Impact, they lack the accuracy of other weapons in exchange.
Name | Usage | Req'd STR | Accuracy | Impact Power |
[03] |
[04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light Flail | 1H | 7 | -1 | 12 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 6 | 7 | 10 | 90 |
Flail | 1H† | 10 | -1 | 15 | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 7 | 8 | 10 | 240 |
2H | 10 | -1 | 25 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 8 | 9 | 10 | 10 | ||
Morningstar | 1H | 12 | -1 | 17 | 1 | 2 | 3 | 4 | 5 | 5 | 6 | 7 | 7 | 8 | 10 | 280 |
Heavy Flail | 1H† | 15 | -1 | 20 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 340 |
2H | 15 | -1 | 30 | 2 | 4 | 4 | 6 | 7 | 8 | 9 | 10 | 10 | 10 | 10 |
Only those with [Weapon Proficiency/Flail] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Goedendag | 1H† | 18 | -1 | 28 | 2 | 3 | 4 | 6 | 6 | 8 | 9 | 9 | 10 | 10 | 10 | 1,540 |
2H | 18 | -1 | 38 | 3 | 5 | 6 | 7 | 8 | 10 | 10 | 11 | 12 | 13 | 10 |
Warhammers
A weapon used by rank-and-file troops, war hammers are relatively inexpensive, but difficult to successfully attack with.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pike | 1H | 2 | -1 | 7 | 0 | 1 | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 10 | 60 |
Warhammer | 1H | 11 | -1 | 16 | 1 | 2 | 3 | 4 | 4 | 5 | 6 | 7 | 7 | 8 | 10 | 250 |
Mattock | 2H | 20 | -2 | 40 | 4 | 5 | 6 | 7 | 9 | 10 | 11 | 11 | 12 | 13 | 10 | 440 |
Only those with [Weapon Proficiency/Warhammer] may equip the following weapon.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bec-De-Corbin | 2Hᵱ | 20 | -1 | 40 | 4 | 5 | 6 | 7 | 9 | 10 | 11 | 11 | 12 | 13 | 10 | 1,800 |
2Hᵴ | 20 | -2 | 45 | 4 | 6 | 7 | 9 | 10 | 10 | 11 | 12 | 13 | 14 | 10 |
Wrestling
Encompasses punching, kicking, Grappler techniques, and weapons that can be used with punches or kicks. It is important to know that the weapons listed here do not inhibit any sort of movement of the arms or legs.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Punch | 1H | 0 | - | 0 | 12 | - | ||||||||||
Kick | 1H‡ | 0 | -1 | 5 | 0 | 1 | 1 | 2 | 2 | 3 | 4 | 5 | 5 | 5 | 12 | - |
Throw※ | 2H | 0 | - | 0 | 12 | - | ||||||||||
Cestus※ | 1H | 1 | +1 | 1 | 0 | 0 | 0 | 1 | 2 | 3 | 3 | 3 | 4 | 4 | 10 | 40 |
Spiked Boots※ | 1H‡ | 1 | -1 | 11 | 1 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 6 | 7 | 10 | 160 |
※Grappler only. A Cestus increases punch damage, while Spiked Boots increase kick damage. A character can equip two of each, one in each hand/on each foot.
Only those with [Weapon Proficiency/Wrestling] may equip these weapons.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hard Knuckle※ | 1H | 5 | +1 | 10 | 1 | 1 | 2 | 3 | 3 | 4 | 5 | 5 | 6 | 7 | 10 | 440 |
Stomper※ | 1H‡ | 5 | -1 | 20 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 520 |
※Grappler only. Hard Knuckles increases punch damage, while Stompers increase kick damage. A character can equip two of each, one in each hand/on each foot.
Ranged Weapons
Only skilled Marksmen are able to handle all ranged weapons. [Bows], [Crossbows], [Guns], and [Thrown Weapons] each have their own characteristics, so choose wisely. In addition, it is a good idea to keep track of the range and number of ammunition remaining.
Thrown Weapons
Includes a variety of thrown weapons, often with irregular trajectories. Thrown weapons can usually be recovered after being thrown, but not always. Any thrown weapon has a range of 10m, and additional damage is calculated by adding a PC's Marksman class level (if any) and their Strength modifier.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stone | 1H* | 1 | - | 6 | 12 | 0 | |||||||||||
Knife | 1H* | 1 | - | 1 | 10 | 30 | |||||||||||
Dagger | 1H* | 3 | - | 3 | 10 | 50 | |||||||||||
Hand Axe | 1H* | 7 | - | 12 | 11 | 90 | |||||||||||
Javelin | 1H* | 5 | -1 | 10 | 10 | 65 | |||||||||||
Short Spear | 1H* | 10 | -1 | 15 | 10 | 110 |
Only those with [Weapon Proficiency/Thrown Weapons] may equip these weapons.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Chakram | 1H* | 1 | - | 6 | 10 | 100 |
Bows
For those who wish to stay farther from combat than a thrown weapon allows, there is the bow. They are easy enough to fire each round, but it's just as easy to lose track of how many arrows are left. Arrows have a range of 20m, and additional damage is calculated by adding a PC's Marksman class level (if any) and their Strength modifier.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Short Bow | 2H | 2 | - | 12 | 10 | 60 | ||||||||||
Normal Bow | 2H | 7 | - | 17 | 10 | 120 | ||||||||||
Long Bow | 2H | 12 | - | 22 | 10 | 170 | ||||||||||
Heavy Bow | 2H | 17 | - | 27 | 10 | 220 |
Only those with [Weapon Proficiency/Bows] may equip these weapons.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Wrapped Bow | 2H | 13 | - | 28 | 10 | 780 |
Crossbows
More than just the combination of a bow and a gun stock, a crossbow is a dangerous weapon. It can fire a quarrel each round with little difficulty. Compared to [Bows], [Crossbows] require less Strength to use for a much longer range and higher damage output. However, additional damage is fixed for each crossbow, regardless of class level. B-Rank Crossbows have a range of 30m.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Add'l Dmg | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light Crossbow | 2H | 1 | - | 16 | 10 | 4 | 160 | ||||||||||
Normal Crossbow | 2H | 5 | - | 20 | 10 | 4 | 260 | ||||||||||
Heavy Crossbow | 2H | 10 | - | 25 | 10 | 4 | 530 |
Only those with [Weapon Proficiency/Crossbows] may equip these weapons. A-Rank Crossbows have a range of 50m.
Name | Usage | Req'd STR | Accuracy | Impact Power | [03] | [04] | [05] | [06] | [07] | [08] | [09] | [10] | [11] | [12] | Crit Rate | Add'l Dmg | Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thami | 2H | 18 | - | 38 | 10 | 7 | 1,480 |
Guns
Packed into each bullet is the power of mana, though only Gunmages can unleash that power. However, while a Gunmage adds their class level to damage, a Marksman adds their class level to the attack roll. Each gun has its own critical value and Strength requirement, as each gun is different. Finally, while every gun comes with a holster to carry it, changing weapons from or to a one-handed gun is but a free action.
Name | Max Magazine | Usage | Req'd STR | Accuracy | Magic Power | Crit Rate | Range | Price |
---|---|---|---|---|---|---|---|---|
Matchlock | 3 | 1H | 1 | - | - | 11 | 10m | 360 |
Torador | 3 | 2H | 5 | - | - | 10 | 30m | 800 |
Jezail | 3 | 2H | 10 | - | +1 | 10 | 50m | 1,200 |
Only those with [Weapon Proficiency/Guns] may equip these weapons.