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War of the Sun: All Weapons

mylittlepony Jan '18  /  edited Mar '18
I'd recommend Ctrl+F or Command+F to find what you're looking for quickly.

Swords
Slim Sword [E]: 35 durability, 3 might, 5 hit dice, 5% crit, costs 700
Iron Sword [E]: 45 durability, 5 might, 4 hit dice, costs 1050
Venin Edge [D]: 40 durability, 3 might, 2 hit dice, causes Poison, costs 820
Steel Sword [D]: 35 durability, 8 might, 3 hit dice, costs 1430
Iron Greatsword [D]: 35 durability, 9 might, 2 hit dice, costs 1250
Armorslayer [D]: 18 durability, 8 might, 3 hit dice, effective vs. Armored, costs 1760
Killing Edge [C]: 20 durability, 9 might, 3 hit dice, 30% crit, costs 1850
Beastslayer [C]: 18 durability, 9 might, 3 hit dice, effective vs. Beastfolk, costs 2030
Steel Greatsword [C]: 35 durability, 11 might, 3 hit dice, costs 2330
Light Brand [C]: 25 durability, 9 might, 2 hit dice, 1-2 range, uses Light magic, costs 2150
Lancereaver [C]: 15 durability, 9 might, 3 hit dice, 5% crit, reverses and doubles Weapon Triangle, costs 2100
Wyrmslayer [C]: 30 durability, 8 might, 3 hit dice, effective vs. Dragon, costs 1880
Shadowkiller [C]: 20 durability, 6 might, 4 hit dice, 5% crit, effective vs. Demon, heals 10% HP every turn when equipped, costs 1990
Brave Sword [B]: 30 durability, 9 might, 3 hit dice, extra attack, costs 3300
Wind Sword [B]: 25 durability, 10 might, 2 hit dice, 1-2 range, uses Anima Magic, effective vs. Flying, costs 2850
Silver Sword [A]: 25 durability, 13 might, 3 hit dice, costs 2980
Silver Greatsword [A]: 15 durability, 15 might, 1 hit die, costs 2550
Runesword [A]: 15 durability, 15 might, 2 hit dice, 1-2 range, uses Dark magic, drains HP equal to 1/2 damage, costs 4150
Ventus [S]: 50 durability, 15 might, 4 hit dice, +5 speed, effective vs. Demon, not for sale

Lances
Slim Lance [E]: 35 durability, 4 might, 4 hit dice, 5% crit, costs 800
Iron Lance [E]: 45 durability, 7 might, 3 hit dice, costs 1290
Javelin [E]: 25 durability, 6 might, 1 hit die, 1-2 range, costs 1670
Iron Greatlance [D]: 35 durability, 11 might, 1 hit die, costs 1670
Venin Lance [D]: 40 durability, 4 might, 1 hit die, causes Poison, costs 900
Steel Lance [D]: 35 durability, 10 might, 2 hit dice, costs 1450
Heavy Spear [D]: 18 durability, 8 might, 3 hit dice, effective vs. Armored, costs 1760
Steel Greatlance [C]: 35 durability, 14 might, 1 hit die, costs 2450
Short Spear [C]: 15 durability, 9 might, 2 hit dice, 1-2 range, costs 2050
Killer Lance [C]: 20 durability, 10 might, 2 hit dice, 30% crit, costs 1600
Beastlance [C]: 15 durability, 12 might, 3 hit dice, effective vs. Beastfolk, costs 2990
Axereaver [C]: 15 durability, 10 might, 2 hit dice, 5% crit, reverses and doubles Weapon Triangle, costs 1800
Dragonspear [C]: 30 durability, 10 might, 2 hit dice, effective vs. Dragon, costs 1900
Bright Lance [C]: 20 durability, 8 might, 3 hit dice, 5% crit, effective vs. Demon, heals 10% HP every turn when equipped, costs 2130
Flame Lance [B]: 25 durability, 10 might, 2 hit dice, 1-2 range, uses Anima magic, effective vs. Furfolk, costs 2850
Brave Lance [B]: 30 durability, 11 might, 2 hit dice, extra attack, costs 3240
Spear [B]: 15 durability, 12 might, 2 hit dice, 1-2 range, costs 2710
Silver Lance [A]: 25 durability, 15 might, 3 hit dice, 5% crit, costs 3900
Silver Greatlance [A]: 15 durability, 17 might, 0 hit dice, costs 3210
Ignis [S]: 50 durability, 17 might, 3 hit dice, +5 strength, effective vs. Demon, not for sale

Axes
Hatchet [E]: 50 durability, 4 might, 4 hit dice, 1-2 range, costs 1900
Iron Axe [E]: 45 durability, 8 might, 3 hit dice, costs 1530
Hand Axe [E]: 25 durability, 7 might, 0 hit dice, 1-2 range, costs 1610
Devil Axe [E]: 20 durability, 18 might, 0 hit dice, 21% - [Level] chance to backfire, costs 1620
Iron Greataxe [D]: 35 durability, 12 might, 1 hit die, costs 1910
Steel Axe [D]: 35 durability, 11 might, 2 hit dice, costs 1670
Venin Axe [D]: 40 durability, 5 might, 1 hit die, causes Poison, costs 1000
Hammer [D]: 20 durability, 10 might, 0 hit dice, effective vs. Armored, costs 1800
Short Axe [C]: 15 durability, 10 might, 2 hit dice, 1-2 range, costs 2250
Killer Axe [C]: 20 durability, 12 might, 2 hit dice, 30% crit, costs 2060
Beastaxe [C]: 15 durability, 13 might, 2 hit dice, effective vs. Beastfolk, costs 2470
Swordreaver [C]: 15 durability, 11 might, 2 hit dice, reverses and doubles Weapon Triangle, costs 1970
Dragon Axe [C]: 30 durability, 12 might, 1 hit die, effective vs. Dragon, 2360
Fiendcleaver [C]: 20 durability, 9 might, 2 hit dice, 5% crit, effective vs. Demon, heals 10% HP every turn when equipped, costs 2400
Steel Greataxe [B]: 35 durability, 15 might, 1 hit die, costs 2750
Bolt Axe [B]: 25 durability, 10 might, 2 hit dice, 1-2 range, uses Anima magic, effective vs. Dragon, costs 2850
Brave Axe [B]: 30 durability, 10 might, 2 hit dice, extra attack, costs 2800
Tomahawk [B]: 15 durability, 13 might, 2 hit dice, 1-2 range, costs 2970
Silver Axe [A]: 25 durability, 16 might, 2 hit dice, costs 2970
Silver Greataxe [A]: 15 durability, 18 might, 1 hit die, costs 3570
Tonitrus [S]: 50 durability, 18 might, 2 hit dice, +5 defense, effective vs. Demon, not for sale

Bows
Remember, all bows are effective against fliers, and all bows can attack a target 1 space away but not a target adjacent to them.

Iron Bow [E]: 45 durability, 6 might, 4 hit dice, costs 1290
Venin Bow [D]: 40 durability, 4 might, 2 hit dice, causes Poison, costs 900
Longbow [D]: 20 durability, 5 might, 2 hit dice, 2-3 range, costs 1500
Short Bow [D]: 22 durability, 5 might, 3 hit dice, 10% crit, 1-2 range, costs 1770
Steel Bow [D]: 35 durability, 8 might, 3 hit dice, costs 1430
Killer Bow [C]: 20 durability, 9 might, 3 hit dice, 30% crit, costs 1850
Hunter's Bow [C]: 15 durability, 10 might, 3 hit dice, effective vs. Beastfolk, costs 2300
Beacon Bow [C]: 20 durability, 7 might, 4 hit dice, 5% crit, effective vs. Demon, heals 10% HP every turn when equipped, costs 2170
Brave Bow [B]: 30 durability, 10 might, 2 hit dice, extra attack, 2800
Bright Bow [B]: 25 durability, 10 might, 2 hit dice, 1-2 range, uses Light magic, costs 2350
Silver Bow [A]: 25 durability, 13 might, 3 hit dice, costs 2980
Glacies [S]: 50 durability, 15 might, 5 hit dice, +5 resistance, effective vs. Demon, not for sale

Anima Magic
Fire [E]: 40 durability, 4 might, 4 hit dice, effective vs. Furfolk, costs 1300
Thunder [E]: 40 durability, 5 might, 3 hit dice, 5% crit, effective vs. Dragon, costs 1400
Wind [E]: 40 durability, 3 might, 5 hit dice, effective vs. Flying, costs 1200
Elfire [D]: 30 durability, 6 might, 3 hit dice, effective vs. Furfolk, costs 1430
Elthunder [D]: 30 durability, 7 might, 10% crit, 2 hit dice, effective vs. Dragon, costs 1460
Elwind [D]: 30 durability, 5 might, 4 hit dice, effective vs. Flying, costs 1400
Meteor [C]: 5 durability, 7 might, 2 hit dice, 3-10 range, effective vs. Furfolk, costs 2610
Bolting [C]: 5 durability, 8 might, 1 hit dice, 5% crit, 3-10 range, effective vs. Dragon, costs 2770
Blizzard [C]: 5 durability, 6 might, 3 hit dice, 3-10 range, effective vs. Flying, costs 2680
Arcfire [C]: 25 durability, 8 might, 3 hit dice, effective vs. Furfolk, costs 1830
Arcthunder [C]: 25 durability, 9 might, 2 hit dice, 15% crit, effective vs. Dragon, costs 1800
Arcwind [C]: 25 durability, 7 might, 4 hit dice, effective vs. Flying, costs 1870
Candlelight [C]: 15 durability, 10 might, 2 hit dice, 5% crit, reverses and doubles Trinity of Magic, costs 1800
Bolganone [B]: 20 durability, 10 might, 2 hit dice, effective vs. Furfolk, costs 1800
Thoron [B]: 20 durability, 11 might, 1 hit dice, 5% crit, effective vs. Dragon, costs 2070
Tornado [B]: 20 durability, 9 might, 3 hit dice, effective vs. Flying, costs 2050
Blitz [B]: 30 durability, 11 might, 0 hit dice, extra attack, costs 3440
Rexflame [A]: 15 durability, 13 might, 5 hit dice, effective vs. Furfolk, costs 5200
Rexbolt [A]: 15 durability, 14 might, 4 hit dice, 15% crit, effective vs. Dragon, costs 5000
Rexcalibur [A]: 15 durability, 12 might, 6 hit dice, effective vs. Flying, costs 5330
Animus [S]: 50 durability, 17 might, 3 hit dice, +5 skill, effective vs. Demon, not for sale

Light Magic
Lightning [E]: 40 durability, 4 might, 5 hit dice, 5% crit, costs 950
Shine [D]: 30 durability, 6 might, 4 hit dice, 8% crit, costs 1220
Divine [C]: 25 durability, 8 might, 4 hit dice, 5% crit, costs 1740
Blacklight [C]: 15 durability, 9 might, 3 hit dice, 10% crit, reverses and doubles Trinity of Magic, costs 2100
Sol [C]: 20 durability, 8 might, 3 hit dice, drains HP equal to 1/2 damage, 5% crit, costs 1930
Purge [B]: 5 durability, 10 might, 3 hit dice, 5% crit, 3-10 range, costs 3250
Flare [B]: 30 durability, 9 might, 1 hit die, 5% crit, extra attack, costs 2500
Aura [A]: 20 durability, 12 might, 4 hit dice, 15% crit, costs 3470
Lux [S]: 50 durability, 15 might, 4 hit dice, 20% crit, +5 resistance, effective vs. Demon, not for sale

Dark Magic
Flux [D]: 45 durability, 7 might, 3 hit dice, costs 1290
Luna [C]: 30 durability, 0 might, 0 hit dice, 10% crit, negates enemy Resistance, costs 2400
Nosferatu [C]: 20 durability, 10 might, 2 hit dice, drains HP equal to 1/2 damage, costs 1900
Ruin [C]: 20 durability, 4 might, 1 hit die, 50% crit, costs 1800
Vortex [C] 15 durability, 11 might, 2 hit dice, reverses and doubles Weapon Triangle, costs 1970
Eclipse [B]: 5 durability, halves HP, -2 hit dice, 3-10 range, costs 2550
Waste [B]: 30 durability, 10 might, -1 hit dice, extra attack, costs 2800
Fenrir [A]: 20 durability, 15 might, 2 hit dice, costs 2600
Umbra [S]: 50 durability, 18 might, 2 hit dice, +5 magic, effective vs. Demon, not for sale

Staves
Staves with hit dice affect enemies, not allies. Staff hit rates are determined using Magic and Resistance, not Skill and Speed.

Heal [E]: 40 durability, heals [Magic] + 10 HP, costs 800
Mend [D]: 20 durability, heals [Magic] + 20 HP, costs 1000
Unlock [D]: 10 durability, unlocks a door, 1-2 range, costs 1500
Ward [C]: 15 durability, increases an ally's Resistance by 7, wears off by 1 per turn, costs 2250
Restore [C]: 10 durability, cures status effects, costs 2000
Physic [C]: 15 durability, heals [Magic] + 10 HP, 1-[Magic/2] range, costs 3750
Hammerne [C]: 3 durability, restores an ally's weapon to full durability, cannot repair other Hammerne staves, costs 1800
Silence [B]: 3 durability, 2 hit dice, inflicts Silence on an enemy, 1-[Magic/2] range, costs 1200
Sleep [B]: 3 durability, 2 hit dice, inflicts Sleep on an enemy, 1-[Magic/2] range, costs 1500
Berserk [B]: 3 durability, 1 hit die, inflicts Berserk on an enemy, 1-[Magic/2] range, costs 1800
Rescue [B]: 3 durability, teleports an ally to an adjacent space, 1-[Magic/2] range, costs 1800
Recover [B]: 15 durability, fully heals HP, costs 2250
Warp [A]: 5 durability, warps an adjacent ally to a faraway space, 1-[Magic/2] range, costs 7500
Fortify [A]: 8 durability, heals all allies in range by [Magic] + 10 HP, 1-[Magic/2] range, costs 8000
Vita [S]: 1 durability, revives an ally who died in battle, not for sale

Beaststones
Beaststone [E]: 50 durability, 6 might, 4 hit dice
Swiftstone [D]: 40 durability, 4 might, 5 hit dice, +2 speed, +1 skill
Powerstone [D]: 40 durability, 7 might, 3 hit dice, +2 strength, +1 speed
Beaststone+ [C]: 35 durability, 9 might, 4 hit dice
Stonestone [C]: 30 durability, 7 might, 3 hit dice, +3 defense, +1 strength
Magestone [C]: 30 durability, 6 might, 4 hit dice, +3 magic, +1 resistance, 1-2 range, uses Anima magic
Beaststone X [B]: 25 durability, 11 might, 3 hit dice, +2 strength, +2 speed
Wetstone [A]: 20 durability, 10 might, 3 hit dice, +2 strength, +2 speed, +2 skill, negates weakness to Fire spells
Earthstone [A]: 20 durability, 12 might, 2 hit dice, +3 defense, +2 strength, +1 resistance, negates weakness to Thunder spells
Shieldstone [A]: 20 durability, 9 might, 4 hit dice, +3 skill, +3 speed, negates weakness to Wind spells
Kingstone [S]: 30 durability, 15 might, 5 hit dice +2 to all stats except HP and Movement

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