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Items: Weapons

"A weapon is a promise. You picked it. Now keep it."

The shape of it: Weapons split by type (sword, axe, dagger, bow, staff, etc.), each with its own skill tree, stamina cost, damage profile, and combat-maneuver overlay. Your starter class nudges you toward a type - but every type is open if you put the ranks in.


At a glance

Types sword / dagger / axe / hammer / mace / polearm / greatsword / bow / staff / wand
Where to find smithy (common), fletcher (bows + arrows), specialty vendors, dungeon loot, quest reward
Cost tier cheap (iron / wood) → mid (steel) → pricey (fine / faction) → expensive (mastercraft / named)
Class restrictions soft - anyone can wield anything; class skills make it real
Stamina cost per-attack; bigger weapons hit harder but cost more

How to read a weapon

/inventory and examine <weapon> show:

  • Weapon type - drives which skill tree governs your rolls.
  • Material - iron, steel, mithril, bronze, bone, etc. Pushes base damage and durability.
  • Quality - crude / standard / fine / superior / masterwork. A fine steel sword outperforms a standard one at the same tier.
  • Base damage - inherent damage rolled into your hit math.
  • Slot - weapon (mainhand) or off_hand (shields, parry daggers, focuses for casters).
  • Affinity tags - some weapons carry per-creature bonuses (e.g. holy weapons against undead, silver against were-folk).
look weapon
examine iron sword
/stock steel sword

The weapon-type roster

Type Profile Class fit
Sword (1H) Balanced, fast, accurate Warrior, Paladin, Wanderer
Dagger Fastest, low damage, crit-friendly, stealth synergy Rogue, Bard
Axe Slower swords, higher max damage, swing-arc Warrior, Wanderer
Hammer Slow, blunt, anti-armor Warrior, Paladin
Mace Mid speed blunt, anti-armor light Warrior, Cleric, Paladin
Polearm Reach, slow, formation/tactical reads Warrior, Town Guard
Greatsword (2H) Hardest hits, slowest, no shield Warrior
Bow Ranged, costs arrows, stealth-friendly Ranger, Rogue
Staff Caster focus + blunt melee Mage, Monk, Druid-adjacent
Wand Caster focus only - no melee fallback Mage, Necromancer
Holy symbol Off-hand caster focus for divine Cleric, Paladin

Class proficiency

Each class has a skill rank in its native weapon types, plus the broader Combat Maneuvers parent skill. Picking up a weapon outside your native list is legal - you'll just be slow to rank until you put time in.

  • Warrior - Sword / Axe / Hammer / Mace (allowed list)
  • Rogue - Dagger / Shortsword
  • Ranger - Bow / Shortsword
  • Mage / Wand-classes - Wand / Staff (focuses for spellcasting)
  • Cleric / Paladin - Mace / Hammer + Holy Symbol
  • Wanderer - open; specialise once you've picked a path

Use /skill <weapon type> to see your rank, sub-skills (jab, slash, parry, riposte, etc.), and which sub-skills are still locked behind parent-rank gates.


Combat maneuvers - the cross-weapon overlay

Above the per-weapon skill tree sits Combat Maneuvers, a parent skill that unlocks weapon-agnostic moves: feint, disarm, sweep, pin, shield-bash, riposte. Some maneuvers are restricted to a weapon class (sweep wants something with reach, pin wants a free hand) but the Maneuvers rank itself is shared.

Why it matters: a Warrior who only ranks Sword will hit hard. A Warrior who ranks Sword AND Maneuvers can disarm a key target before hitting hard. The maneuvers are the difference between "I do damage" and "I control the fight."


The progression curve

Hour Typical weapon
Hour 1 Starter - iron sword, crude bow, plain staff, two daggers
Hour 3-5 Material upgrade (iron → steel, crude → standard arrows)
Hour 10-20 Quality upgrade (standard → fine) + first crit-tier sub-skill
Hour 20-50 Faction-locked weapons (Town Guard issue, Thieves' poisoned blades, Collegium-enchanted staves)
Hour 50+ Mastercrafted, enchanted, or named blades - quest-locked and dungeon-deep

The single biggest combat upgrade is usually going from crude to fine quality at your current material tier - not jumping material. A fine steel sword beats a standard mithril sword in many fights.


Edge cases

  • Off-hand matters - a shield costs nothing to ready and adds flat damage reduction. Parry daggers add ripostes. Holy symbols unlock divine casts in melee range. Don't leave the off-hand empty if your class supports a fill.
  • Bows need arrows - and arrow type matters. Crude arrows are cheap and accurate-enough; bodkin arrows pierce armor; broadhead arrows bleed. /inventory distinguishes them.
  • Wand/staff for casters - a wand is a focus, not a weapon. Trying to melee with a wand is a bad time. A staff doubles as a blunt weapon for Mages who get cornered.
  • Two-handed lockout - greatsword + shield is illegal. The engine will refuse the equip.
  • Affinity overrides - a holy weapon against undead, or silver against beasts of the night, applies a damage multiplier the weapon's base stats don't reveal at a glance. examine <weapon> shows the tags.
  • Broken weapons are weapons - a snapped sword is still a hilt with a sharp edge. Reduced damage, but legal to fight with.
  • Stealing weapons is loud - the Town Guard treats armed-theft differently than coin-theft. A blade taken from a vendor cart bumps your bounty harder than the same value in copper.

See also