Weaponry

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How Weapons Work

Weapon Attributes

Armor Piercing

Weapons with this attribute ignore a number of points of their target’s Armor Value equal to their Armor Piercing value. Armor Piercing (AP) penetrates Armor bonuses only, not Shield bonuses. AP does not penetrate Magical Armor such as that provided by the Force Armor or Spectral Armor spells. If a weapon's Armor Piercing value equals or exceeds the Armor Value AND any Enhancement values of the target's armor, then any Damage Reduction is also ignored.

Example 1: Mar is wearing a chainmail shirt (2 Armor, 1 DR) and a guard fires a Medium Crossbow (2 damage, +2 AP) at him. Neither have Enhancement bonuses. The guard's crossbow reduces Mar's Armor to 0, which causes his attack to ignore the chainmail Damage Reduction.

Example 2: Captain Myana is wearing a chainmail shirt which contains an Imbued Shaman Spirit offering a +1 Enhancement Bonus. The same guard firing a Medium Crossbow at her would reduce the Armor by 2 (+2 AP), but because he does not have an equal or higher Enhancement Bonus on his weapon, would not ignore her Damage Reduction.

Ignore Dodge

Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target Flatfooted.

Weaponry

Martial Weapons

Basic weaponry comes in myriad shapes and sizes. These are the most common types of weaponry that can be found in use throughout the world of Lorithandar.

Weapon Type Examples Base Cost Hands Damage Special Attributes Required Strength Uses Stat
Tiny Thrown (Piercing) Throwing Knife, Shuriken, Kunai x 1 1 +1 Armor Piercing, May only be thrown, Range increments of 5/10/15 1 Strength Strength or Dexterity
Tiny Thrown (Crushing) Throwing Stone x 1 1 May only be thrown, Range increments of 5/10/15 1 Strength Strength or Dexterity
Small (Piercing, Slashing) Dagger, Poniard x 1 1 +1 Armor Piercing, May be thrown, Range increments of 5/10/15 1 Strength Strength or Dexterity
Small (Crushing) Throwing Hammer x 1 2 May be thrown, Range increments of 5/10/15 2 Strength Strength or Dexterity
Medium (Piercing, Slashing) Shortsword, Rapier, Spear, Javelin x 1 2 +1 Armor Piercing. Javelins may be thrown, Range increments of 10/15/20. 2 Strength Strength or Dexterity
Large (Piercing, Slashing, Crushing) Longsword, Flail, Warhammer, Mace, Axe x 1 3 N/A 2 Strength Strength
Two Handed Slashing Greataxe, Greatsword, Polearm x 2 5 N/A 3 Strength Strength
Two Handed Piercing Long Spear, Lance x 2 4 +1 Armor Piercing, May be wielded 1H while mounted 2 Strength Strength or Dexterity
Two Handed Crushing Maul, Greatclub x 2 3 Successful attacks deal an additional point of non-lethal damage. 3 Strength Strength
Staves Staff x 2 2 Non-Lethal Damage 2 Strength Strength or Dexterity
Tiny Ranged Hand Crossbow x 1 1 +1 Armor Piercing, Fast action to reload, Range increments: 10/15/20 1 Strength Dexterity
Small Ranged Short Bow; Light Crossbow x 2 2 +1 Armor Piercing, Move action to reload, Range increments: 15/25/35. 1 Strength Dexterity
Large Ranged Longbow; Medium Crossbow x 2 2 +2 Armor Piercing, Move action to reload, Range increments: 20/40/60. 2 Strength Dexterity
Heavy Ranged Heavy Crossbow x 2 3 +3 Armor Piercing, Full round action to reload, Range increments: 20/40/60. 1 Strength (winch) Dexterity

Uncommon Weapons

Uncommon Weapons function similarly to Martial Weapons, but may be made of uncommon materials, offer additional bonuses, or are only available in particular areas.

Weapon Name Hands Damage Special Attributes Required Strength Uses Stat Description
Ice Axe 1 2 +1 Armor Piercing, +1 Athletics (Climb) 1 Strength Strength or Dexterity A combination weapon/tool, the traditional Svaald Ice Axe has a long spike or hook on the rear of the weapon used to drive into ice to aid in climbing. The front edge is wedgelike and can shear through ice as well as flesh.
Fighting Gloves 2 2 Unarmed Combat rolls deal Lethal damage. 2 Strength Strength or Dexterity These metal studded gloves are designed to turn a simple punch into a deadly weapon. They are frequently worn by the Koolongi fighting monks when they need to defend themselves on long travels.
Alloy Bow 2 3 +2 Armor Piercing, Range increments are 15/25/35. 3 Strength Dexterity The extreme cold of the Northern Wastes, and the lack of wood, made traditional bows impossible to construct; however, the Svaald's skill in metalworking crafted an alloy flexible enough to be used for a short bow, and fine quicksilver wires for string. The resulting bows are difficult to draw, but pack a substantial punch.
Elven Thinblade 1 2 +1 Armor Piercing 1 Strength Strength or Dexterity This one-handed weapon of elvish design mixes the longsword and the rapier into a narrow edged blade with a piercing point. The weapon may be used to make Piercing or Slashing attacks with equal benefit.
Magitech Pistol 1 2 Ignores Dodge, 2 charge maximum, Full Round Action to reload both charges at the cost of 1 Mana, Range increments are 15/35/55. 1 Strength Dexterity This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical charge to fire deadly bolts, but must be recharged with the wielder's own energy.
Magitech Rifle 2 4 Ignores Dodge, 1 charge maximum, Full Round Action to reload charges at the cost of 1 Mana, Range increments are 20/40/60. 2 Strength Dexterity This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical charge to fire deadly bolts, but must be recharged with the wielder's own energy.

Exotic Weapons

Exotic Weapons are substantially different to wield than normal weapons and require special training. Each Exotic Weapon has its own Exotic Weapons Skill which needs to be learned independently.

Weapon Name Hands Damage Special Attributes Required Strength Uses Stat Description
Chakram 1 2 +1 Armor Piercing. May be thrown, Range increments are 10/15/20. 2 Strength Strength or Dexterity This exotic medium weapon is most commonly used by Wild Elves and Feran in their native jungles and forests. It can be used as both a melee weapon and a thrown weapon using the Exotic Weapons Skill for both types of attack.
Whip 1 2 2 yard range 2 Strength Dexterity This exotic medium weapon is seen most often used by the nomadic Feran of Vicisi.
Ultra-Greatsword 2 6 -1 Dodge 4 Strength Strength An extremely rare weapon, the Ultra-Greatsword is large and heavy, requiring extreme strength to wield effectively. Even when the wielder is strong enough to swing the weapon, it drags their body reducing their ability to defend themselves. The choice for attackers willing to give up defenses for the maximum in offense.
Claw Gauntlets 2 2 +1 Armor Piercing, Allows use of the Natural Weapons Fighting Style. 2 Strength Strength or Dexterity These gloves or wristguards are mounted with razor sharp metal claws. Originally created in Koolong as a homage to the Feran fighters who saved their homeland, they are most commonly associated with the Rei-shaad Monks.
Spiked Chain 2 2 Reach, allows Grapple attempts with Melee Weapons skill instead of Unarmed Combat 2 Strength Strength or Dexterity The spiked chain may include a variety attachments on the end, such as a dagger (thrown weapon with 1 yard range which can be retrieved with the chain), or kama (a medium melee weapon which can be dual wielded with the chain itself).
Elven Longblade 2 5 +1 Ignore Dodge (Quicksilver) 2 Strength Strength or Dexterity This gently curved two-handed weapon of elvish design uses the light weight of quicksilver to make an extremely agile two-handed sword which can be wielded with Dexterity or Strength.