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The following are many of the most basic types of weapons and armor that adventurers may start their adventures with.

Weapon Types:

Every class is adept with different types of weaponry. When you gain a class, you become adept with one weapon type of the class’s weapon list. Weapons appear in several tiers and a character must be adept with weapons of a given tier in order to properly wield them. Weapons that are magical and non-magical alike can appear in a variety of tiers. 

Weapons Deal their assigned damage and utilize their corresponding accuracy die.

Critical potential: Some weapons have critical potential. If an attack with a weapon with critical potential connects, roll 1d10. On a 10 that attack deals twice as much damage and you may push the target one space away from you.

Base Class Weapon Types:

Lance

Shortsword

Longsword

Greatsword

Saber

Axe
Hammer

Dagger

Shortbow

Greatbow

Whip

Staff

Wand


Weapon Tiers:

Bronze

Silver

Gold

Platinum


Basic Shortsword:

Rank: Bronze

One-Handed

Range: 1

Accuracy: 2d4 + Finesse

Damage: 1d6 + Strength

Critical Potential: No


Basic Longsword:

Rank: Bronze

One-Handed

Range: 1

Accuracy: 1d6 + Finesse

Damage: 2d4 + Strength

Critical Potential: No


Basic Greatsword

Rank: Bronze

Two-Handed

Range: 1

Accuracy: 1d4 + Finesse

Damage: 4d4 + Strength

Critical Potential: Yes


Basic Saber

Rank: Bronze

One-Handed

Range: 1

Accuracy: 1d6 + Finesse. If wielder has higher speed than the target, +1.

Damage: 1d6 + Strength If wielder has higher speed than the target, +1.

Critical Potential: Yes


Basic Axe

Rank: Bronze

Two-Handed

Range: 1

Accuracy: 1d4 + finesse

Damage: 3d6 + Strength

Critical Potential: Yes


Basic Lance

Rank: Bronze

One-Handed

Range: 1-2

Accuracy: 1d8 + finesse

Damage: 1d8 + Strength

Critical Potential: No


Basic Hammer:

Rank: Bronze

Two-Handed

Range: 1

Accuracy: 1d4 + finesse

Damage: 2d8 + Strength +2 Pure

Critical Potential: Yes


Basic Dagger

Rank: Bronze

One-Handed

Range: 1-2

Accuracy: 2d4 + finesse

Damage: 1d4 + Strength

Critical Potential: Yes


Basic Shortbow

Rank: Bronze

Two-Handed

Range: 2-7

Accuracy: 1d10 + Finesse

Damage: 2d4 + Strength

Critical Potential: Yes


Basic Greatbow

Rank: Bronze

Two-Handed

Range: 2-10

Accuracy: 1d8 + Finesse

Damage: 2d6 + Strength

Critical Potential: No


Basic Staff

Rank: Bronze

One-Handed

Range: 1

Accuracy 1d8 + Finesse

Damage: 1d4 + Strength

Critical Potential: No

Magic Channeling: Once per turn, you can cast a one-handed spell out of this weapon. If you do, add +1 to your finesse and mind while casting that spell.


Basic Wand

Rank: Bronze

One-Handed

Range: 0

Accuracy 0

Damage: 0

Critical Potential: No

Magic Channeling: Once per turn, you can cast a one-handed spell out of this weapon. If you do, add 1d4 to your mind while casting that spell.


Basic Whip

Rank: Bronze

Two-Handed

Range: 2 (hits three horizontally adjacent spaces that are two spaces from the attacker)

Accuracy: 1d6 + Finesse (roll individually for each target)

Damage: 1d4 + Strength

Critical Potential: No


Basic Armor:

Basic Light Armor: Defense +1

Basic Medium Armor: Defense +3, Speed -2

Basic Heavy Armor: Defense +5, Speed -5, Movement -1

Shield: Consumes The Use Of One Hand. Defense +3

Apprentice’s Robes: Resolve +3, Restore 1 MP every turn

Holy Garb: Resolve +2, +1 to all healing, -3 damage from Dark and Psychic sources

Arcanist's Robes: Resolve +2, all Dark spells you cast deal an additional +1 damage, -3 damage from Light sources.


Additional Gear:

Band of Aggression: If you've used all of your movement this turn (must have moved at least one space), add +2 to your Strength until the end of the turn.

Band of Calm: At the beginning of your turn, you may reduce your movement to 0 until the end of the turn. If you do, add +2 to your Finesse until the beginning of your next turn.

Tropical Clothes: You do not suffer the effects of extreme heat. While fighting in extreme heat, add +1 to your Finesse. Additionally, your movement in water increases by +1.

Warm Clothes: You do not suffer the effects of extreme cold. While fighting in extreme cold, add +1 to your Finesse. Additionally, your movement is not slowed by snow or ice.

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