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Official Codex

Arsenal

« A weapon is an extension of the warrior's soul; equipment, the framework of their will. »

27 entries in the registry

Melee Weapons

Blades, clubs and maces for close combat. Phys. Atk test against Phys. Def.

  • Usage Versatile — can be wielded in main or off hand.
    Requirements None.
    Special effect No particular effect.
  • Usage Versatile — can be wielded in main or off hand.
    Requirements None.
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements Min STR 2
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements None.
    Special effect No particular effect.
  • Usage Versatile — can be wielded in main or off hand.
    Requirements None.
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements None.
    Special effect No particular effect.
  • Usage Two-handed — no off-hand item allowed.
    Requirements None.
    Special effect No particular effect.
  • Usage Two-handed — no off-hand item allowed.
    Requirements Min STR 4
    Special effect No particular effect.
  • Usage Two-handed — no off-hand item allowed.
    Requirements Min STR 4
    Special effect No particular effect.
Ranged Weapons

Bows, slings and thrown blades. Phys. Atk test, minimum range listed in metres.

  • Usage Two-handed — exception: pairs with a quiver in off hand.
    Requirements Min STR 1
    Special effect No particular effect.
  • Usage Two-handed — exception: pairs with a quiver in off hand.
    Requirements None.
    Special effect No particular effect.
  • Usage Versatile — can be wielded in main or off hand.
    Requirements None.
    Special effect No particular effect.
  • Usage Versatile — can be wielded in main or off hand.
    Requirements None.
    Special effect No particular effect.
  • Usage Two-handed — exception: pairs with a quiver in off hand.
    Requirements Min STR 2
    Special effect No particular effect.
Magical Weapons

Scepters and arcane focuses. Mag. Atk test against Mag. Def. Elemental damage type required.

  • Usage Main hand only.
    Requirements Min INT 2
    Special effect No particular effect.
  • Usage Two-handed — no off-hand item allowed.
    Requirements Min WIS 2
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements Min INT 2
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements Min INT 2
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements Min INT 2
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements Min INT 2
    Special effect No particular effect.
  • Usage Main hand only.
    Requirements Min INT 2
    Special effect No particular effect.
Equipment

Shields, focuses and weapon companions. No attack roll — passive bonuses only, worn off-hand (unless noted otherwise).

  • Usage Off hand only.
    Requirements None.
    Passive bonus +1 Physical attack
    Special effect No particular effect.
  • Usage Off hand only.
    Requirements None.
    Passive bonus +1 Magical attack
    Special effect No particular effect.
  • Usage Off hand only.
    Requirements None.
    Passive bonus +1 Ranged attack
    Special effect No particular effect.
  • Usage Off hand only.
    Requirements None.
    Passive bonus +1 Magical defence
    Special effect No particular effect.
  • Usage Main hand — notable exception for an equipment item.
    Requirements None.
    Passive bonus +1 MP regeneration
    Special effect The incense draws in the magic released by every attack nearby: in combat, regaining 1 MP through this equipment is a free action. Out of combat, with no hostile magical flow to feed the smoke, the bonus stays inert.
  • Usage Off hand only.
    Requirements None.
    Passive bonus +1 Physical defence
    Special effect No particular effect.

Weapons may be enhanced by your Game Master (test bonus, damage dice, special effects). Refer to the Game Master's Guide for upgrade rules.