# Introduction Weapons are [[Items and Inventory|items]] used in [[Combat Rulesets]] to hurt one another. Weapons are defined by their classifications, [[Items and Inventory|qualities]], and properties. Weapons have three specific classifications: Class, Division, and Subdivision. # Weapon Classes Weapon Classes are the major categories used to define weapons. They may be invoked in certain [[Facets|facets]] or other gameplay mechanics. The weapon classes are: Axes, Blades, Bows, Clubs, Crossbows, Daggers, Flails, Gauntlets, Hammers, Longbows, Polearms, Shortbows, Shields, Slings, and Staves. # Weapon Divisions and Subdivisions Weapon Divisions are specific categories within Weapon Classes that define cultural origins and particular designs within a weapon. Weapon Divisions are typically referenced by [[Combat Styles]] for additional bonuses. Infrequently, divisions may have one or more subdivisions within it, further specifying regional variances available within the larger Division. # Makeshift Weapons Some items can be used as makeshift weapons in a pinch. These items have an associated weapon class, but not a weapon division and subdivision. They typically deal minimal damage, and have a high chance of breaking while being misused in this way. # Weapon Properties Just like any item, weapons are additionally defined by properties. In addition to general item properties, weapons have access to specific weapon properties. A list of weapon properties can be found at the [[Item Property Glossary]]. --- # Weapon Classification ## Axes Axes have standard reach, low speed, and devastating damage. Strong grip control allows them to catch longer weapons, such as polearms, staves, and greatswords. Axes often have equipment destruction capabilities. - [[Hurstwik]] ## Blades Blades have standard reach, speed, and damage, making them generally easy to use weapons. - [[Claymore]] - [[Katana]] - [[Longsword]] - [[Rapier]] - [[Scimitar]] - [[Talwar]] ## Clubs Standard reach, speed, low damage. Usually work in a pinch. - [[Macuahuitl]] ## Crossbows Shorter ranged weapons, but deal the same or more damage. Consistent output, more expensive ammo. Can jam. ## Daggers Daggers trade reach, for high speed and damage. Difficult to land against armored opponents, but deadly when they do. Easily concealed and quick to draw. - [[Cuigmear]] - [[Dirk]] - [[Hirschfang]] - [[Bolornead Hirschfang]] - [[Knife]] - [[Kukri]] - [[Mattucashlass]] - [[Rondel]] - [[Stiletto]] ## Flails Better reach, high speed, lower damage. Critical attacks are devastating when in the hands of a professional. ## Gauntlets Low reach, high speed, varying damage. Greatly reliant on user ability, but usually strong utility. ## Hammers Standard reach, speed, and powerful damage. Deals knockback. ## Longbow Highly powerful and dangerous bows. These bows are usually only wielded by specialized archers. - [[Heavy Longbow]] - [[Kavanbow]] - [[Recurved Longbow]] - [[Sniper]] - [[Bolornead Sniper]] ## Polearms Standard damage and speed, Impressive reach. Difficult to use up close. - [[Ahlspeiss]] - [[Bardiche]] - [[Bident]] - [[Billhook]] - [[Brandistock]] - [[Corbek]] - [[Corseque]] - [[Fauchard]] - [[Glaive]] - [[Guandao]] - [[Guisarme]] - [[Lance]] - [[Lucerne Hammer]] - [[Mourning Staff]] - [[Partisan]] - [[Pike]] - [[Podao]] - [[Ranseur]] - [[Scythe]] - [[Sparth]] - [[Spear]] - [[Spetum]] - [[Trident]] - [[Voulge]] ## Shields Although primarily defensive equipment, shields are still considered weapons and classified the same way. - [[Buckler]] - [[Targe]] - [[Heater Shield]] - [[Towershield]] ## Shortbow Powerful, effective ranged weapons. Damage highly dependent on skill. - [[Straightbow]] - [[Recurve Bow]] ## Slings Versatile weapons, capable of using unorthodox ammo. Range is limited, but further and more accurate than throwing. ## Staves Easy conduits of magic and psyche into a physical object. Better reach, standard speed and damage.