Weapons are items you can equip to your fighters to help assist you on offense in combat. There are 45 weapon classes and each type has it's own unique traits. Weapons can also have enchantments on them which give additional bonuses such as increased damage, stuns or haste.
[]
Attributes[]
Weapons and armor may include unique attributes that may effect the outcome of offensive or defensive actions on the battlefield. These attributes provide depth and strategy to every encounter as a weapon or armor's unique attribute could result in victory or defeat!
Attribute | Effect |
---|---|
Critical Stun | Slows enemy on critical hit by adding action time |
Damage Bonus | Flat bonus to weapon's max damage |
Guard Bonus | More protection from forward-facing attacks (Also called "Shield") |
Haste | Speeds up an ally by removing action time so they can act faster |
Knockback Attack | Pushes enemy back 1 tile (vs non-Plate armor) |
Point-Blank Attack | Ranged weapon without standard -25 Aim penalty for melee-distance attack |
Rest Bonus | Boosts the percent healed while performing a Rest Action |
Uses (*) Stat | Uses a non-standard stat for Damage or Defense calculation |
Volley | Ranged attack that travels over obstacles and allies |
[]
Enchants[]
Many weapons can be enchanted with Elemental Magic. The element a weapon is enchanted with modifies its Base Stats and provides additional (and even cumulative) bonuses. Some weapons like wands, Spell books, and flasks, are always enchanted. Weapons with enchantments have an additional Resist check while making Combat Rolls. For instance, a Fiery Great sword might have a harder time dealing damage to a Fire Golem, but it would have a significant advantage against a Frost Giant.
Enchant | Attribute |
---|---|
Disease | +5% Damage |
Fire | +5% Damage |
Frost | Stuns on Critical Hits (+1 turn) |
Holy | Typically on healing weapons (but not always) |
Lightning | Haste allies (Remove action time) |
Poison | Stuns on Critical Hits (+1 turn) |