Weapons

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In the world of Tael, there are many different types of weapons that a character can use. This page aims to explain how they are all categorized and how they work.

Type

The type defines the general kind of weapon you are dealing with and further defines its weight, style, and damage.

Melee Weapons
Type Description Wielding-Type Damage Scaling Attribute Damage-Style Can be thrown?
Fist Using your bare fists, can potentially hurt you if you attack something that hurts to touch. Light 0 Strength Striking No
Claw Using your claws for a vicious slash. Can potentially hurt you if you attack something that hurts to touch. Light 0 Strength Slicing No
Fist Weapon An Extension to your fist. Can pack quite a punch and attacks with this weapon are still considered unarmed. Light 1d4 Strength Varying No
Dagger A small and easily concealable Weapon. Light 1d4 Agility Piercing / Slicing Yes
Shortsword A sword small enough to be able to be wielded by most people. Adaptable 1d6 Strength / Agility All Yes
Longsword A sword with quite a long blade. It is heavy enough that two-handing it requires at least 10 Strength, and one-handing it requires at least 20 Strength.Throwing it requires at least 30 Strength or 20 Strength and 30 Agility. Adaptable 1d8 Strength / Agility All Yes
Greatsword A sword with a long and wide blade. It is usually extremely heavy and requires at least 20 Strength just to two-hand it. Heavy 1d10 Strength Striking / Slicing No
Hammer A small and easily concealable weapon. Light 1d4 Strength Striking Yes
Warhammer A massive version of a Hammer, requires at least 20 Strength to two-hand it. Heavy 1d10 Strength Striking No
Flail A stick with a chain, which is (sometimes) attached to something that can hurt. Has a slightly improved range of 2 meters. Light 1d6 Agility Striking No
Scimitar A sword with a curved blade, excellent for quick slashes. Adaptable 1d6 Agility Slicing No
Rapier A type of sword with a pointy tip, it is a gentleman's weapon of choice. Throwing it is extraordinarily difficult and, therefore, requires at least 30 Agility. Light 1d6 Agility Piercing Yes
Scythe What is usually a farming tool has been weaponized by some people. Heavy 1d8 Agility Slicing No
Chakram Usually used as a throwing weapon. Light 1d4 Agility Slicing Yes
Spear A long range weapon, often used as a throwing weapon. Adaptable 1d6 Strength / Agility Piercing Yes
Quarterstaff A long stick often used by magical users and special kinds of martial artists. Heavy 1d4 Strength / Agility Striking No
Buckler Shield A small shield that can protect from some attacks. Can also be used to punch someone in the face. Light 0 Strength Striking Yes
Shield A shield that can protect from some attacks. Light 0 Strength Striking No
Tower Shield A massive shield capable of protecting from most attacks. Adaptable 0 Strength Striking No
Magic Weapons
Type Description Wielding-Type Damage Scaling Attribute Damage-Style Can be thrown?
Catalyst Catalysts are Items that often take the form of a special orb or a book of some kind. Very desperate People can use it as a throwing weapon that will automatically return to you after throwing. Adaptive 1d4 Strength Striking Yes
Staff A long and big staff, often engraved with runes and equipped with a gemstone of some sort at the tip. Heavy 1d4 Strength Striking No
Wand A small one-handed focus for the less imposing spellcasters. It is important to note that wands cannot be used to cast spells of grade 6 or higher. Light 1d4 Strength Striking No
Ranged Weapons
Type Description Ammo Wielding-Type Damage Scaling Attribute Damage-Style Range
Slingshot A classic, can be as simple as a rubber stretched between two fingers. Pebbles Light 0 Strength Striking 10 m
Shortbow A small version of a bow with a very low range. Arrows Heavy 1d4 Agility Piercing 20 m
Longbow The big brother of the shortbow with an improved range. Arrows Heavy 1d6 Strength / Agility Piercing 30 m
Recurve Bow A more advanced version of the longbow. Arrows Heavy 1d8 Strength / Agility Piercing 40 m
Crossbow A simple crossbow. Bolts Light 1d4+2 None Piercing 20 m
Heavy Crossbow A more solid and sturdier variant of the crossbow. Requires at least 20 Strength to load a bolt into. Bolts Heavy 1d6+2 None Piercing 40 m
Gun A device that shoots out projectiles with insane force but low range. Usually only found wielded by Goblins and Gnomes and rarely sold anywhere, not even on black markets. Gunpowder

+Specialized Ammo

Mixed 1d6+2 None Striking 20 m

Wielding Type

Depending on the Size of the Weapon, it can be wielded in a multitude of ways.

Light

Light Weapons can only be used one-handed, but therefore allow the use of a second light weapon in the other hand.

Heavy

Heavy Weapons can only be used two-handed, meaning the character must be able to use both his hands to strike with this weapon.

Adaptable

Adaptable Weapons can wielded by either one or two hands. Wielding an adaptable weapon two-handed allows you to role the damage dice twice and select the dice of your choice as your result.

Scaling Attribute

The Scaling Attribute is the Modifier from your Characters Stat sheet that you can add to the final damage of your attack, assuming the character is skilled with the weapon.

Damage Style

The type of damage that will usually be dealt by this kind of weapon. If it lists multiple types of damages, the character can choose in which way he wants to attack, meaning he can choose which of the available types of damage he will deal.

Throwing Weapons

Some Weapons can be thrown. In order to throw a Weapon the Character must be skilled with the weapon type. The throwing range is determined by the characters Strength value (not Modifier!) divided by two. The throwing range is capped at 20 meters for adaptable weapons and 30 meters for light weapons and spears. Throwing a shortsword or longsword will always deal piercing damage.