From 84b156313a88de21cde5b74ce28012d046fefe9a Mon Sep 17 00:00:00 2001 From: Drew Malzahn Date: Sat, 27 Jun 2026 19:10:09 -0400 Subject: [PATCH] fix: Format weapons, armor, shields tables --- .gitignore | 3 + books/core/120.html | 61 +++++++++++- books/core/122.html | 118 +++++++++++----------- books/core/123.html | 114 +++++++++++---------- books/core/124.html | 106 ++++++++++---------- books/core/125.html | 157 ++++++++++++++++++++--------- books/core/126.html | 125 +++++++++++++---------- books/core/127.html | 121 ++++++++++++++--------- books/core/128.html | 119 +++++++++++++--------- books/core/129.html | 131 ++++++++++++++---------- books/core/130.html | 236 ++++++++++++++++++++++++++++---------------- books/core/131.html | 196 +++++++++++++++++++++++++----------- 12 files changed, 930 insertions(+), 557 deletions(-) diff --git a/.gitignore b/.gitignore index f6fc2ff..2e7c266 100644 --- a/.gitignore +++ b/.gitignore @@ -44,3 +44,6 @@ Thumbs.db .idea/ *.swp *.swo + +# TODO(DWM): Temporary fix +pdf/Fabula-Ultima-TTRPG diff --git a/books/core/120.html b/books/core/120.html index a4261e8..c4a5c56 100644 --- a/books/core/120.html +++ b/books/core/120.html @@ -1,4 +1,57 @@ -Group Check (page 50), and the character who -performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as +
+

RITUALS AS GROUP CHECKS

+

+ When a character attempts a Ritual, other characters can help (even if they + have no ability to perform Rituals themselves). The Magic Check will become + a Group Check (page 50), and the + character who performs the Ritual will act as the leader. +

+
+
+

REDUCING THE COST OF A RITUAL

+

+ It is easy to notice that the MP cost of Rituals can be rather high. In + order to reduce this cost, the spellcaster may provide an especially rare or + powerful ingredient; doing so will cut the MP cost in half. +

+ +
+
+

SAMPLE RITUALS

+

Use these examples as guidelines when adjudicating Rituals.

+

+ Summoning a great globe made of fire and using it to destroy the engine of + an airship is an Elementalism Ritual of major potency targeting a small area + (80 MP, DL 13). If this Ritual fails, you might trigger a devastating + firestorm. +

+

+ Sensing whether a person is hostile is a Spiritism Ritual of minor potency + affecting an individual area (20 MP, DL 7). On a failure, you might + accidentally instill strong negative emotions inside them, with + unpredictable consequences. +

+

+ Erecting a barrier of energy to shield a castle from an avalanche is a + Ritualism Ritual of extreme potency targeting a huge area (200 MP, DL 16). + If the Ritual fails, you might cause a burst of uncontrolled magical force + and trigger a supernatural cataclysm. +

+

+ Altering the flow of time to briefly restore the functions of a damaged + device is an Entropism Ritual of medium potency affecting an individual area + (30 MP, DL 10). On a failure, the mechanism and some of the nearby objects + might rapidly age before your eyes and crumble to dust. +

+
diff --git a/books/core/122.html b/books/core/122.html index 7971b75..33344cc 100644 --- a/books/core/122.html +++ b/books/core/122.html @@ -1,55 +1,63 @@ -

- Regardless of which fantastic world your adventures take place in, your heroes - will likely find themselves purchasing and selling items. This section covers - the basics of the economy and provides you with useful lists of items and - prices. -

-

ZENIT

-

- The common currency of all Fabula Ultima worlds is zenit, a gold coin whose - shape and size may vary from region to region. While prices may rise and fall - depending on where you are, zenit is universally accepted. -

-

- On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for - the night in town, and 100 z can fetch you a bronze shield. -

-

EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK

-

- As shown on the character sheet, a Player Character can equip a limited number - of items on their body: -

- -

- Any item you have that is not equipped goes in your backpack. There is no set - limit to how many items you can carry this way, as long as it makes sense. The - Game Master has final say on what you can and cannot carry this way. -

-

- If you ever find yourself in need of transporting large and heavy items over - long distances, consider purchasing a transport (see - page 125). -

-

- It takes a few moments to find items stored inside a backpack: during a - conflict, for example, you will need to spend an action searching for them. On - the other hand, items you have equipped are readily accessible, but also more - exposed to the risk of being damaged or stolen. -

-

- An item stored in your backpack does not grant you any of its properties. If - you want it to “work”, you must equip it! -

-

ECONOMY AND ITEMS

+
+

ECONOMY AND ITEMS

+

+ Regardless of which fantastic world your adventures take place in, your + heroes will likely find themselves purchasing and selling items. This + section covers the basics of the economy and provides you with useful lists + of items and prices. +

+
+

ZENIT

+

+ The common currency of all Fabula Ultima worlds is zenit, a gold coin + whose shape and size may vary from region to region. While prices may rise + and fall depending on where you are, zenit is universally accepted. +

+

+ On average, 5 z pays for a decent meal, 10 z will be enough to rent a room + for the night in town, and 100 z can fetch you a bronze shield. +

+
+
+

EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK

+

+ As shown on the character sheet, a Player Character can equip a limited + number of items on their body: +

+
    +
  • You have one equipment slot for your armor.
  • +
  • + You have a main hand equipment slot, where you can equip a one-handed + weapon or a two-handed weapon. While you have a two-handed weapon + equipped here, that weapon will also take up your off-hand slot (see + below). +
  • +
  • + You have an off-hand equipment slot, where you can equip a one-handed + weapon or a shield. +
  • +
  • You have one equipment slot for your accessory.
  • +
+

+ Any item you have that is not equipped goes in your backpack. There is no + set limit to how many items you can carry this way, as long as it makes + sense. The Game Master has final say on what you can and cannot carry this + way. +

+

+ If you ever find yourself in need of transporting large and heavy items + over long distances, consider purchasing a transport (see + page 125). +

+

+ It takes a few moments to find items stored inside a backpack: during a + conflict, for example, you will need to spend an action searching for + them. On the other hand, items you have equipped are readily accessible, + but also more exposed to the risk of being damaged or stolen. +

+

+ An item stored in your backpack does not grant you any of its properties. + If you want it to “work”, you must equip it! +

+
+
diff --git a/books/core/123.html b/books/core/123.html index bf97614..0f45c2d 100644 --- a/books/core/123.html +++ b/books/core/123.html @@ -1,54 +1,60 @@ -

22GAME RULES

-

HOW TO GET NEW ITEMS

-

- There are plenty of occasions for characters to acquire gear and equipment: - villages and towns will always have one or more stores dedicated to weapons, - armor, and useful accessories. This doesn’t mean a character can simply walk - into a shop in the middle of nowhere and expect to purchase a magical - crossbow, however: while basic weapons, armor, and shields should be available - in most settlements, rare items should only be found in unique stores, hidden - within the most dangerous of ruins, guarded by powerful monsters or offered as - a reward for heroic deeds. -

-

- If you are the Game Master, see - page 266 for rules and guidelines on how - to create rare items, as well as several lists of premade items. A list of - basic items can be found starting on - page 130. -

-

- There are three main ways treasure and magical items can be handled during a - Fabula Ultima campaign. -

-

- When you start playing, you should discuss which of the methods below you want - to adopt; you can always change your decision later on after a few sessions. -

-

Methods for Handling Treasure

- -

REWARDS

+
+

HOW TO GET NEW ITEMS

+

+ There are plenty of occasions for characters to acquire gear and equipment: + villages and towns will always have one or more stores dedicated to weapons, + armor, and useful accessories. This doesn’t mean a character can simply walk + into a shop in the middle of nowhere and expect to purchase a magical + crossbow, however: while basic weapons, armor, and shields should be + available in most settlements, rare items should only be found in unique + stores, hidden within the most dangerous of ruins, guarded by powerful + monsters or offered as a reward for heroic deeds. +

+

+ If you are the Game Master, see + page 266 for rules and guidelines on how + to create rare items, as well as several lists of premade items. A list of + basic items can be found starting on + page 130. +

+
+
+

REWARDS

+

+ There are three main ways treasure and magical items can be handled during a + Fabula Ultima campaign. +

+

+ When you start playing, you should discuss which of the methods below you + want to adopt; you can always change your decision later on after a few + sessions. +

+

Methods for Handling Treasure

+ +
diff --git a/books/core/124.html b/books/core/124.html index 76da82d..1ec76ec 100644 --- a/books/core/124.html +++ b/books/core/124.html @@ -1,52 +1,54 @@ -

Selling Items

-

- Provided you can find someone willing to buy it, an item will sell for roughly - half its original price. This amount may be modified by the item’s quality and - condition: none will want the rusted, mud-caked axes picked up in the old - tunnels. -

-

- The Game Master always has final say on whether you are able to sell a given - item and how many zenit you can make from it; sometimes it will also be - possible to barter or carry out duties in exchange for goods. -

-

Artifacts

-

- Player Characters will sometimes come into possession of incredibly powerful - magic items, known as artifacts (see - page 288). Given their nature, artifacts - should never be purchased or sold: no amount of riches can do them justice. - Entire kingdoms could go to war for a chance to obtain them. -

-

Services and Transports

-

- Prices and availability for animals, vehicles, lodging, and such may vary - depending on your game world. The following lists are meant to be a guideline - for the Game Master when establishing prices. -

-

- When it comes to transports, the list includes generic entries for mounts, - cars, vessels, airships and such. Each transport can carry a certain number of - passengers and increases the distance you can cover within a single travel - day. -

-

Transport Rules

- -

Vehicle Costs:

- +
+

Selling Items

+

+ Provided you can find someone willing to buy it, an item will sell for + roughly half its original price. This amount may be modified by the item’s + quality and condition: none will want the rusted, mud-caked axes picked up + in the old tunnels. +

+

+ The Game Master always has final say on whether you are able to sell a given + item and how many zenit you can make from it; sometimes it will also be + possible to barter or carry out duties in exchange for goods. +

+
+
+

Artifacts

+

+ Player Characters will sometimes come into possession of incredibly powerful + magic items, known as artifacts (see + page 288). Given their nature, artifacts + should never be purchased or sold: no amount of riches can do them justice. + Entire kingdoms could go to war for a chance to obtain them. +

+
+
+

Services and Transports

+

+ Prices and availability for animals, vehicles, lodging, and such may vary + depending on your game world. The following lists are meant to be a + guideline for the Game Master when establishing prices. +

+

+ When it comes to transports, the list includes generic entries for mounts, + cars, vessels, airships and such. Each transport can carry a certain number + of passengers and increases the distance you can cover within a single + travel day. +

+ +
diff --git a/books/core/125.html b/books/core/125.html index 531ae4b..a44a953 100644 --- a/books/core/125.html +++ b/books/core/125.html @@ -1,46 +1,111 @@ -

SERVICE COST DESCRIPTION

-

Town Services

-

- Recharge Inventory 10 z: Recharges a character's Inventory - Points by one. -

-

- Full Rest (village) 5 z: Allows one person to rest for one - night. -

-

- Full Rest (town) 10 z: Allows one person to rest for one - night. -

-

- Full Rest (city) 20 z: Allows one person to rest for one - night. -

-

Travel Services

-

- Land Transportation 10 z: Allows one person to travel for one - day. -

-

- Water Transportation 20 z: Allows one person to travel for - one day. -

-

- Air Transportation 40 z: Allows one person to travel for one - day. -

-

TRANSPORT COST PASSENGERS DISTANCE

-

Mounts

- -

Vehicles

- +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ServiceCostDescription
Town Services
Recharge Inventory10 zRecharges a character's Inventory Points by one.
Full Rest (village)5 zAllows one person to rest for one night.
Full Rest (town)10 zAllows one person to rest for one night.
Full Rest (city)20 zAllows one person to rest for one night.
Travel Services
Land Transportation10 zAllows one person to travel for one day.
Water Transportation20 zAllows one person to travel for one day.
Air Transportation40 zAllows one person to travel for one day.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ServiceCostDescription
Mounts
Terrestrial200 zOne or two ×2
Aquatic500 zApproximately six ×2
Submarine1000 zApproximately six ×2
Flying2000 zApproximately six ×3
Vehicles
Terrestrial600 zApproximately six ×2
Aquatic2000 zApproximately ten ×2
Submarine4000 zApproximately ten ×2
Flying8000 zApproximately twenty ×3
+
diff --git a/books/core/126.html b/books/core/126.html index f490cf2..cab6b06 100644 --- a/books/core/126.html +++ b/books/core/126.html @@ -1,58 +1,77 @@ +

EQUIPMENT

+

There are four categories of items that can be equipped: accessories, armors, shields and weapons. Each item can be basic or rare (with the exception of accessories, which are always rare).

-

MARTIAL ITEMS (E)

-

- Items marked with the (E) symbol can only be equipped by characters who have - acquired certain specific Classes. -

- -

- Characters who do not have the appropriate Classes can still carry a martial - item, but they are unable to equip it and enjoy its benefits. -

-

ACCESSORIES

-

- Accessories are useful magical items that bestow special abilities upon those - who wear them. Accessories are always considered rare items. -

-

- Each accessory entry uses the format below and contains a variety of - information: -

-

ACCESSORY COST

-Crested Helm 1000 z -

You gain a +1 bonus to your Accuracy Checks.

-

The general structure includes:

- -

- The Game Master can find a list of sample accessories starting on - page 285. -

+
+

MARTIAL ITEMS (E)

+

+ Items marked with the (E) symbol can only be equipped by characters who have + acquired certain specific Classes. +

+ +

+ Characters who do not have the appropriate Classes can still carry a martial + item, but they are unable to equip it and enjoy its benefits. +

+
+
+

ACCESSORIES

+

+ Accessories are useful magical items that bestow special abilities upon + those who wear them. Accessories are always considered rare items. +

+

+ Each accessory entry uses the format below and contains a variety of + information: +

+ + + + + + + + + + + + + + + + +
AccessoryCost
Crested Helm1000 z
You gain a +1 bonus to your Accuracy Checks.
+ +

+ The Game Master can find a list of sample accessories starting on + page 285. +

+
diff --git a/books/core/127.html b/books/core/127.html index 1c3cfd0..6e104f0 100644 --- a/books/core/127.html +++ b/books/core/127.html @@ -1,45 +1,76 @@ -

ARMORS

-

Armor offers improved protection to its wearer.

-

Armor Entry Format

-

- Each armor entry uses the format below and contains a variety of information: -

-

Example Structure:

-

Sage Robe | 200 z | DEX die +1 | INS die +2 -2 | No Quality.

-

Brigandine E | 150 z | 10 | INS die -2 | No Quality.

-

Field Descriptions

- -

Examples

-

- For a list of all the basic armors available in the game, see - page 132. -

+
+

ARMORS

+

Armor offers improved protection to its wearer.

+

+ Each armor entry uses the format below and contains a variety of + information: +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ArmorCostDefenseM. DefenseInitiative
Sage Robe200 zDEX die + 1INS die + 2-2
No Quality.
Brigandine (E)150 z10INS die-2
No Quality.
+ +

+ For a list of all the basic armors available in the game, see + page 132. +

+
diff --git a/books/core/128.html b/books/core/128.html index ccc4aff..a475c91 100644 --- a/books/core/128.html +++ b/books/core/128.html @@ -1,49 +1,70 @@ -

W SHIELDS

-

- Shields must be equipped in a character's off-hand slot and further enhance - defenses. -

-

- Each shield entry uses the format below and contains a variety of information: -

- -

No Quality.

-

Understanding Shield Information

- -

- For a list of all the basic shields available in the game, see - page 133. -

-

Armor Concepts

-

- Martial and non-martial armors influence a character's Defense and Magic - Defense scores in different ways. -

-

- Remember that regardless of which armor you are wearing, shields always add to - it — if you have a free slot, it's never a bad idea to equip a shield. -

- -

ARMOR AND DEFENSES

+
+

SHIELDS

+

+ Shields must be equipped in a character's off-hand slot and further enhance + defenses. +

+

+ Each shield entry uses the format below and contains a variety of + information: +

+ + + + + + + + + + + + + + + + + + + + + + +
ShieldCostDefenseM. DefenseInitiative
Runic Shield (E)150 z+2+2-
No Quality.
+ +

+ For a list of all the basic shields available in the game, see + page 133. +

+
+
+

ARMOR AND DEFENSES

+

+ Martial and non-martial armors influence a character's Defense and Magic + Defense scores in different ways. +

+

+ Remember that regardless of which armor you are wearing, shields always add + to it — if you have a free slot, it's never a bad idea to equip a shield. +

+ +
diff --git a/books/core/129.html b/books/core/129.html index 8f9143e..c5beb0c 100644 --- a/books/core/129.html +++ b/books/core/129.html @@ -1,53 +1,78 @@ -

WEAPONS

-

- Weapons are divided into ten Categories: arcane, bow, brawling, dagger, - firearm, flail, heavy, spear, sword, and thrown. -

-

Weapon Entry Format

-

- Each weapon entry uses the format below and contains a variety of information: -

-
WEAPON COST ACCURACY DAMAGE
-

Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical

-

One-handed w Melee w No Quality.

-

Components Explained

- -

- You do not have to keep track of ammunition for ranged weapons: once you - purchase the item, you're simply assumed to have enough on your person to - fight with. -

-

- For a list of all the basic weapons available in the game, see the next page. -

-

A NOTE ON UNARMED STRIKES

-

- Among the various weapons available in the game, one is the unarmed strike - (see next page). These are the character's empty hands, and while they do - count as one-handed weapons, they are automatically "equipped" whenever a hand - slot is empty. Basically, an empty hand slot also counts as an unarmed strike. -

-

- Legends tell of a sword capable of striking fear in the hearts of Dragons and - Wyrms. -

+
+
+ Legends tell of a sword capable of striking fear in the hearts of Dragons + and Wyrms. +
+
+
+

WEAPONS

+

+ Weapons are divided into ten Categories: arcane, bow, brawling, dagger, + firearm, flail, heavy, spear, sword, and thrown. +

+

+ Each weapon entry uses the format below and contains a variety of + information: +

+ + + + + + + + + + + + + + + + + + + + + +
WeaponCostAccuracyDamage
Rapier (E)200 z【DEX + INS】 +1【HR + 6】 physical
One-handed - Melee - No Quality.
+ + +

+ You do not have to keep track of ammunition for ranged weapons: once you + purchase the item, you're simply assumed to have enough on your person to + fight with. +

+

+ For a list of all the basic weapons available in the game, see the next + page. +

+

A NOTE ON UNARMED STRIKES

+

+ Among the various weapons available in the game, one is the unarmed strike + (see next page). These are the character's empty hands, and while they do + count as one-handed weapons, they are automatically "equipped" whenever a + hand slot is empty. Basically, an empty hand slot also counts as an unarmed + strike. +

+
diff --git a/books/core/130.html b/books/core/130.html index 62c877e..1fa529a 100644 --- a/books/core/130.html +++ b/books/core/130.html @@ -1,87 +1,151 @@ -
-

WEAPON LISTINGS

-

(Metadata: Cost | Accuracy | Damage)

-
-

Staff Category

-
    -
  • - Staff 100 z - [WLP + WLP] [HR + 6] physical -

    Two-handed w Melee w No Quality.

    -
  • -
  • - Tome 100 z - [INS + INS] [HR + 6] physical -

    Two-handed w Melee w No Quality.

    -
  • -
-
-
-

Bow Category

-
    -
  • - Crossbow 150 z - [DEX + INS] [HR + 8] physical -

    Two-handed w Ranged w No Quality.

    -
  • -
  • - Shortbow 200 z - [DEX + DEX] [HR + 8] physical -

    Two-handed w Ranged w No Quality.

    -
  • -
-
-
-

Brawling Category

-
    -
  • - Unarmed Strike - [DEX + MIG] [HR + 0] physical -

    +

    +

    Basic Weapons

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameCostAccuracyDamage
    Arcane Category
    Staff100 z【WLP + WLP】【HR + 6】 physical
    Two-handed w Melee w No Quality.
    Tome100 z【INS + INS】【HR + 6】 physical
    Two-handed w Melee w No Quality.
    Bow Category
    Crossbow150 z【DEX + INS】【HR + 8】 physical
    Two-handed w Ranged w No Quality.
    Shortbow200 z【DEX + DEX】【HR + 8】 physical
    Two-handed w Ranged w No Quality.
    Brawling Category
    Unarmed Strike-【DEX + MIG】【HR + 0】 physical
    One-handed w Melee w Automatically equipped in each empty hand slot. -

    - -
  • - Improvised (Melee) - [DEX + MIG] [HR + 2] physical -

    One-handed w Melee w Breaks after the attack.

    -
  • -
  • - Iron Knuckle 150 z - [DEX + MIG] [HR + 6] physical -

    One-handed w Melee w No Quality.

    -
  • - - -
    -

    Dagger Category

    -
      -
    • - Steel Dagger 150 z - [DEX + INS] +1 [HR + 4] physical -

      One-handed w Melee w No Quality.

      -
    • -
    -
    -
    -

    Firearm Category

    -
      -
    • - Pistol E 250 z - [DEX + INS] [HR + 8] physical -

      One-handed w Ranged w No Quality.

      -
    • -
    -
    -
    -

    Flail Category

    -
      -
    • - Chain Whip 150 z - [DEX + DEX] [HR + 8] physical -

      Two-handed w Melee w No Quality.

      -
    • -
    -
    -

    BASIC WEAPONS

    - +
    Improvised (Melee)-【DEX + MIG】【HR + 2】 physical
    One-handed w Melee w Breaks after the attack.
    Iron Knuckle150 z【DEX + MIG】【HR + 6】 physical
    One-handed w Melee w No Quality.
    Dagger Category
    Steel Dagger150 z【DEX + INS】 +1【HR + 4】 physical
    One-handed w Melee w No Quality.
    Firearm Category
    Pistol (E)250 z【DEX + INS】【HR + 8】 physical
    One-handed w Ranged w No Quality.
    Flail Category
    Chain Whip150 z【DEX + DEX】【HR + 8】 physical
    Two-handed w Melee w No Quality.
    +
    diff --git a/books/core/131.html b/books/core/131.html index 281ef7b..89389cf 100644 --- a/books/core/131.html +++ b/books/core/131.html @@ -1,60 +1,136 @@ -

    22GAME RULES

    -

    Heavy Category

    -
    -

    Iron Hammer

    -

    Stats: 200 z 【MIG + MIG】 【HR + 6】 physical

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Broadaxe E

    -

    Stats: 250 z 【MIG + MIG】 【HR + 10】 physical

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Waraxe E

    -

    Stats: 250 z 【MIG + MIG】 【HR + 14】 physical

    -

    Two-handed w Melee w No Quality.

    -
    -

    Spear Category

    -
    -

    Light Spear E

    -

    Stats: 200 z 【DEX + MIG】 【HR + 8】 physical

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Heavy Spear E

    -

    Stats: 200 z 【DEX + MIG】 【HR + 12】 physical

    -

    Two-handed w Melee w No Quality.

    -
    -

    Sword Category

    -
    -

    Bronze Sword E

    -

    Stats: 200 z 【DEX + MIG】 +1 【HR + 6】 physical

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Greatsword E

    -

    Stats: 200 z 【DEX + MIG】 +1 【HR + 10】 physical

    -

    Two-handed w Melee w No Quality.

    -
    -
    -

    Katana E

    -

    Stats: 200 z 【DEX + INS】 +1 【HR + 10】 physical

    -

    Two-handed w Melee w No Quality.

    -
    -
    -

    Rapier E

    -

    Stats: 200 z 【DEX + INS】 +1 【HR + 6】 physical

    -

    One-handed w Melee w No Quality.

    -
    -

    Thrown Category

    -
    -

    Improvised (Ranged)

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    Stats: 【DEX + MIG】 【HR + 2】 physical

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    One-handed w Ranged w Breaks after the attack.

    -
    -
    -

    Shuriken

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    Stats: 150 z 【DEX + INS】 【HR + 4】 physical

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    One-handed w Ranged w No Quality.

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    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameCostAccuracyDamage
    Heavy Category
    Iron Hammer200 z【MIG + MIG】【HR + 6】 physical
    One-handed w Melee w No Quality.
    Broadaxe (E)250 z【MIG + MIG】【HR + 10】 physical
    One-handed w Melee w No Quality.
    Waraxe (E)250 z【MIG + MIG】【HR + 14】 physical
    Two-handed w Melee w No Quality.
    Spear Category
    Light Spear (E)200 z【DEX + MIG】【HR + 8】 physical
    One-handed w Melee w No Quality.
    Heavy Spear (E)200 z【DEX + MIG】 【HR + 12】 physical
    Two-handed w Melee w No Quality.
    Sword Category
    Bronze Sword (E)200 z【DEX + MIG】 +1【HR + 6】 physical
    One-handed w Melee w No Quality.
    Greatsword (E)200 z【DEX + MIG】 +1【HR + 10】 physical
    Two-handed w Melee w No Quality.
    Katana (E)200 z【DEX + INS】 +1【HR + 10】 physical
    Two-handed w Melee w No Quality.
    Rapier (E)200 z【DEX + INS】 +1【HR + 6】 physical
    One-handed w Melee w No Quality.
    Thrown Category
    Improvised (Ranged)-【DEX + MIG】【HR + 2】 physical
    One-handed w Ranged w Breaks after the attack.
    Shuriken150 z【DEX + INS】【HR + 4】 physical
    One-handed w Ranged w No Quality.