Weapons - Two Handed
(see: Armor & Weapons > Weapons)
Two Handed weapons
Two handed weapons have three weapon attacks.
| Weapon | Damage | Weapon Precision | Stealth | Range |
|---|---|---|---|---|
| Glaive | 30 | 0 | -1 | 2 meters |
| Spear | 25 | +1 | -1 | 2 meters |
| Two-handed sword | 25 | +1 | 0 | 1 meter |
| War hammer | 20 | 0 | 0 | 1 meter |
| Staff | 20 | +1 | 0 | 10 meters |
| Crossbow | 25 | +1 | 0 | 10 meters |
| Longbow | 20 | 0 | -1 | 15 meters |
| Shortbow | 15 | +1 | 0 | 10 meters |
| War drums | 0 | 0 | -2 | Hearing range |
Glaive
- (Passive) Polearm
- You cannot attack with a glaive when there is a foe adjacent to you, except for with Hilt Block.
- Slash
- Range: 2 meters.
- Deals 30 physical damage.
- Spinning Slash
- Range: 2 meters.
- This attack's precision rolls are made against Evasion.
- Ignores weapon precision.
- Deals 15 physical damage.
- Choose a direction: clockwise or counter-clockwise. Attack a target, then continue attacking the next creature in the direction you chose. You continue this until you complete a full rotation, or if there is an adjacent obstacle such as a creature, blocking your spin.
- (Prepared action) Hilt Block
- Range: 2 meters.
- Next time a foe attempts to move into or within range, try to block them. If you succeed, the area within your weapon range is considered light rough terrain for that creature.
- This ability works with adjacent targets.
Spear
- (Passive) Polearm
- A spear only deals half damage to adjacent targets, except for with Keep At Bay.
- Thrust
- Range: 2 meters.
- Deals 25 physical damage.
- Keep At Bay
- Range: 2 meters.
- Deals 15 physical damage.
- Target is pushed (2 + P/4) meters away from you.
- (Prepared action) Spear Brace
- Range: 2 meters.
- Ignores weapon precision.
- Next time a foe charges or runs into or within range, you attack them and deal 25 physical damage.
Two-handed Sword
- Slash
- Deals 25 physical damage.
- Half-swording
- This attack's precision roll is done against Evasion.
- Ignores weapon precision.
- Deals 20 physical damage, ignoring physical armor up to 10.
- (Prepared action) Defensive Stance
- You have a +1 bonus to Parry against the next physical damaging ability used against you.
War Hammer
- Smash
- Deals 20 physical damage, ignoring physical armor up to 15.
- Momentum Swing
- This attack's precision rolls are made against Evasion.
- Deals 5 armor-ignoring damage. Potency bonus to this attack's damage is halved.
- Hits all adjacent creatures, stunning the creatures you hit for 1 round.
- These creatures are also pushed away for 1 meter.
- (Prepared action) Fierce Slam
- Attack the next foe who falls prone within range.
- Deals 10 armor-ignoring damage.
Staff
- (Passive) Unsteady Aiming
- Your projectile attacks with staves have a -2 penalty on precision rolls.
- (Projectile) Bolt
- Range: 10 meters
- Deals 20 magical damage.
- Projectile Shielding
- Range: 5 meters.
- Choose a 2 meters by 2 meters area. You create a spherical magical shield there.
- This shield acts like half cover against projectiles passing through it and lasts for 1 round.
- Projectiles shot from creatures inside this shield are unaffected by it.
- (Prepared action) Deflection
- You have a +1 bonus to Warding against the next magical damaging ability used against you.
Crossbow
- (Passive) Unsteady Aiming
- Your projectile attacks with crossbows have a -2 penalty on precision rolls.
- (Passive) Reloading
- This weapon requires it to be reloaded before shooting, and it can be reloaded as a rapid action or by spending 1 energy.
- (Projectile) Shoot
- Range: 10 meters.
- Deals 25 physical damage.
- (Projectile) Piercing Shot
- Range: 5 meters.
- This attack's precision rolls are made against Evasion.
- Additionally attack the next creature directly behind your target within range.
- Both attacks deal 10 armor-ignoring damage.
- (Prepared action) Bash
- Ignores weapon precision.
- Attack the next foe who moves into, within or out of melee range.
- This attack deals 10 physical damage.
Longbow
- (Passive) Unsteady Aiming
- Your projectile attacks with longbows have a -2 penalty on precision rolls.
- (Projectile) Shoot
- Range: 15 meters.
- Deals 20 physical damage.
- (Projectile) Curving Shot
- Range: 15 meters.
- Shoot your projectile in a way that it bends and curves around objects.
- This attack ignores non-magical covers, as long as the target is in line of sight.
- Deals 15 physical damage.
- (Prepared action) Bash
- Ignores weapon precision.
- Attack the next foe who moves into, within or out of melee range.
- This attack deals 10 physical damage.
Shortbow
- (Passive) Unsteady Aiming
- Your projectile attacks with shortbows have a -1 penalty on precision rolls.
- (Passive) Sidearm
- This weapon's properties allows it to be used as a sidearm.
- Skills rolls regarding the concealment of this weapon receive a +1 bonus if you are carrying at most 2 arrows.
- During your turns, you can use the Swap Weapon action to swap to your shortbow freely without using a rapid action.
- Swapping weapons in this way drops the previous weapon(s) onto the ground below you.
- (Projectile) Shoot
- Range: 10 meters.
- Deals 15 physical damage.
- (Projectile) Multishot
- Range: 10 meters.
- Ignores weapon precision.
- Make two attacks, each dealing 10 physical damage.
- You can target different creatures with each attack.
- (Prepared action) Bash
- Ignores weapon precision.
- Attack the next foe who moves into, within or out of melee range.
- This attack deals 5 physical damage.
War Drums
- (Passive) Playing Drums
- This weapon's abilities affect all allies who can hear you.
- Allies who are unable to hear are not affected by war drums.
- Being stunned, falling or going prone, diving underwater or becoming unavailable to use techniques in any way stops the bonuses granted by this weapon.
- (Rapid action) "Empowering"
- Allies gain a (5 + P/2) bonus to their damage with single target damaging abilities for 1 round.
- (Rapid action) "Invigorating"
- Allies gain (5 + C/2) temporary health for 1 round.