Enchanted Realms Rulebook

 Character Creation
 Understanding Skills
     Skills Training
     Stat Training
 Skills Applied: Combat
 Mechanics of Combat
 Unskilled Fighting
 Fighting At Distance
 Combat Skills
     Trained Fighting
     Standard Combat
     Avoidance Skills
     Style Combat
     White Sorcery
     Violet Sorcery
     Blue Sorcery
     Green Sorcery
     Yellow Sorcery
     Orange Sorcery
     Red Sorcery
     Black Sorcery
     Normal Vision
     Spirit Sight
 Divine Abilities
     Doctrinal Skills
     Gods of the New Moons
 Other Rules
     Character Development
     Feat of Strength
     Poison and Disease
     Slitting Throats
     Stat Difficulty Check
     Work Projects

To this point in the manual, we've discussed needing to buy items and services without discussing the money system itself. While a GM could make the economy as complicated as imaginable, the game philosophy is generally a relatively static monetary system - and we give no explanation for that other than we needed rules and prices. There will always be supply and demand fluctuations, as well as surplus of food which is the lowest echelon in the economy chain. All of this can drive very interesting politics, legislation and even act as hooks for adventures. Or the GM can just say, “here is the coinage and exchange rates; your character doesn't have skills in banking to understand more than this.“

The standard mint for the trading economy in the Enchanted Realms is the silver bit. When the term “bit” is used, it refers to the silver bit. It is a round silver coin around the size of a U.S. nickel. It also has a hole bored into the center of it so that these bits can be place on a lead wire with a “knot” on the bottom. Once twenty-five become stacked, the top of the wire is “tied” as well, making the silver stack equal to a gold piece. For transactions of smaller amounts, there is the copper (cu), which is about the size of a U.S. quarter. Trading coppers for silver is transacted at 10 copper per silver bit.

To get a feel for the economy, one might think of the silver bit similar to $10 U.S. money. Of course, incomes are different and the supply of amenities is less, but this gives a general basis to understand the buying power of the bit. No-skill laborers will bring in a little over 100 bits each month. In earthly terms, that is around $1000 (or roughly $6/hour in modern terms of salary). In the Enchanted Realms world, low-rent housing would be roughly 6 to 9 bits per week. Middle-class lending has starting to become of financial potential. This has created opportunities where purchasing property is cheaper than renting, costing only 20 to 30 bits as a monthly payment; however, qualifying is difficult as this often requires more than one-third in collateral, and mortgages are 50 years, up to 100 years, only to be paid off by the third or fourth generation.

Back to the minted denominations, at the upper end of the exchange table are gold, platinum, and gems. As stated above, 25 silver bits equal a gold coin. The next denomination is called the cube. It is a cube about an inch in all dimensions. The “cube” is only minted in platinum and meant to be a high-end monetary token without needing to carry a lot of coins. It equates to 20 gold coins (500 silver bits) Further rubies, sapphires, emeralds and diamonds are standard denominations and exchange easily. A GM may want to add more financial or lapidary flavor, citing that not all gems are the same. But this is a game. There are better events of excitement than spending half the time on the bureaucracy of pricing gemstones. Shortcut things and set a standard, then say on average this is what they all work out to be; there’s the exchange rate. Recommendations are that rubies bring 2000 silver; sapphires are worth 3000 bits; emeralds exchange at 5000 silver each; and a diamond will fetch 10,000 silver bits. However, money changers and banks charge between 5% to 10% for the service of converting denominations. That said, PCs who set up an urban base of operation often have connections who will do it at a cut-rate or perhaps even free based on bartering or traded favors.

Copper 1
    Silver Bit 101
    Plat Cube 5000500201
    Ruby 20K2000804 1
    Sapphire 30K30001206 3:21
    Emerald 50K500020010 5:25:31
    Diamond 100K10K40020 510:321

As a rule, standard equipment should be assumed, unless the world environment dictates otherwise. A simple solution is to have the players pay a “maintenance” fee for keeping equipped. Lump in a food budget and just “invoice” them monthly. A good rule of thumb would be 1 bit per day (28 bits per month) for food, another 3 bits for the occasional replacement of basic equipment. Then weapons have a maintenance cost, as do armor and pets. Of course, if the character is from money, a spend-thrift, likes to drink heavily or over-eats, then the GM might add an extra monthly charge for his or her habits. Keep things in perspective; unskilled laborers bring in around 120 to 150 bits per month (but may have three or four extra mouths to feed). On the other end the highly wealthy might exhaust up to 500 bits per month on lifestyle alone.


Below are lists of standard equipment available in nearly any market. This listing shows the properties made from wrought iron, cow leather or other common substance. One can wear a suit or piecemeal the protection together.

Symbols used in charts
Head   Bash
Body   Pierce
Legs   Slash
Shield   Fire


The most common armors worn by combatants are in the list below. However, while high quality items do exist, there is no mass-production process in a fantasy, non-technical world. Much of any military's protection comes from years of caching, hand-downs and slow production - usually leather armor or just helmets and shields.

Also, using the $10 comparison for the bit, many of the armors and weapons might seem priced high. If you noticed this, then congratulations; you've just begun to garner politically-influenced supply and demand, which means one might consider what black markets look like as well, what things cost and who can purchase from them. In the end, a “standard weapon” in modern America might be a $500 handgun. So it is not too far off the mark. But most weapons in the Enchanted Realms range around 100 bits or higher. While the powers that be might want to portray a mercantile capitalism where anyone can buy a weapon, the inflated prices through certification, regulation and taxation, keep the longswords out of the hands of the thugs on the street - or so believes the political structure.

Banded Armor  45 lbs4545451000b400b
88820b monthly
Chain Shirt24 lbs202024400b150b
0038b monthly
Chainmail 30 lbs252530600b250b
33311b monthly
Dwarven Hood7 lbs657200b75b
0004b monthly
Dwarven Scale 39 lbs393939900b400b
66620b monthly
Elfin Chain 23 lbs262630SpecialSpecial
44410b monthly
Galea, Bronze7 lbs447175b60b
0003b monthly
Gryf Padding12 lbs151515125b25b
0002b monthly
Iron Greaves7 lbs777150b50b
0004b monthly
Iron Helmet10 lbs111012180b70b
1115b monthly
Ironhide Suit 18 lbs2121211500b650b
55525b monthly
Leather Greaves5 lbs20535b10b
Leather Helmet6 lbs42640b15b
Leather Shirt8 lbs66980b25b
0002b monthly
Leather Suit 13 lbs8614120b40b
0002b monthly
Linothorax, Iron32 lbs323232500b200b
33310b monthly
Linothorax,20 lbs202020300b120b
Leather0116b monthly
Orcish 36 lbs363636750b300b
Battle Armor55518b monthly
Parma Shield9 lbs999150b65b
2224b monthly
Platemail  48 lbs5252521250b600b
99922b monthly
Scutum Shield16 lbs202020225b90b
4445b monthly
Skull Cap4 lbs33410b2b
Wooden Shield7 lbs55550b10b

Other alloys are also available for armors in most markets and blacksmith shops at nearly the same price. They are usually a bit more expensive due to the demand, as men-at-arms are not usuaally outfitted with these. Typically variant alloys are reserved for the professional adventurer going to specific environments where the variances in these iron-based protections give an advantage. However, the fluctuations are not much. Further, there are special leathers made from iron-hide and dragon scale, but these are far more rare. Information about less-common materials and how they combine with armor can be found in the Enchanted Items document on the website.

Wrought IronListList000000
Crucible Steel+4%List000-3-3+5
Phosferros Alloy+6%List-2-2-2+3+30
Wootz Steel+8%+6%-1-1-1+2+2+2

To give an example of how this would alter a suit of armor, let's assume Tannis is looking at chain shirts. The merchant would probably have several at list price, but he might also have a pewtiron one as well. This is a good find, and he would sell it for 420 bits (only 20 bits higher). However, it would only be 23 lbs of bulk, which is a whole pound lighter. While it offers better protection against slashing attacks, it is a more malleable alloy which does not defend as well again bashing and piercing attacks. The normal chain shirt would be 20/20/24 for physical defense, while the pewtiron would be 18/18/25. Another example might be a combatant planning to head into a volcano-rich area. The fighter might choose to buy linothorax made out of phosferros alloy. Weighing the same, it would cost 30 bits more, but would offer 6 points of defense against fire and frost attacks. However, this would be at the expense of the physical defense scores all being 30, or 2 points lower.

Banded Armor

This armor is forged with long horizontal plates embedded in mail and fastened to internal leather straps on the underneath. It covers head to foot. It requires an armoring skill 30 or better to fashion and takes 750 labor hours. This heavier armor requires maintenance to keep if functional.

Chain Shirt

This shirt is forged in the same way as chainmail, but it is made only to cover the body, hanging to the thigh. To forge such a shirt requires 350 hours of labor and a skill value of 20 in armoring.


Chainmail is made of interlocking metal rings. It is usually worn over a padded foundation. It also includes a mail helmet with an open face. An armoring skill 20 and 500 labor hours are needed for a suit of chainmail. Also, an average cost of 11 bits per month is needed to keep the chainmail providing its full protection.

Dwarven Hood

This helmet is a metal cap that extends and covers the neck but leaves the face fully open. It usually will only fit a dwarf, but there is a 30% chance for an orc to be able to wear one at random and a 20% chance for a human who is above average weight. It can be forged by a skill value 20 in armoring and requires 140 labor hours to forge. It costs about 200 bits in dwarven society and has no maintenance.

Dwarven Scale

This armor is created by dwarves, who typically are not so concerned about bulk and maneuverability, and more about durability. It is almost exclusively built for dwarven body types. The low-end version is made from iron and iron alloys with brass fittings. It is a suit without a helmet, but often paired with a dwarven hood to push the protection up to a heavy armor. It requires an armoring 30 skill to forge. Labor hours needed to make the dwarven scale are 720, and typically costs 900 bits. It does have a maintenance expense of 20 bits per month.

Elfin Chain

Created from stonewood, elfin chain is specially crafted as a combination of wiring and lacquering prepared chips together to form a light and malleable covering. It allows for a medium defense with only light bulk. However, it can only be made using a special skill called arbor-forging, which is a closely guarded skill of elvish society. Like its metal counterpart, elfin chain requires 500 hours of labor to create a complete suit.

Galea, Bronze

This is a short helmet that covers from the ears upward, but also acts as a mask for some eye protection. It is typically made of bronze but could be forged from other metals. It can be created in only 150 hours and with the lowest armoring skill.

Gryf Padding

The oddly-shaped padded armor is designed to fit a gryf. It made of glued blend of hemp, cotton, rubber sap, wool and feathers to protect the body and upper arms and looks much like a combination of various belts with handing straps. This light armor requires only 120 labor hours to fashion. It can be created with only leatherworking 10. Maintenance with oils and small replacement padding is required at a small monthly cost of 2 bits.

Iron Greaves

This is a piece of plate armor for the leg between the ankle and the knee, but it may extend above the knee in some designs. It usually is composed of front and back protection. The lowest rank armorer can forge greaves, which require 140 hours of total labor.

Iron Helmet

This piece is the standard for headgear. It is a full helmet with a mostly open face but may have a bar preventing a direct assault. An armorer of skill 20 is needed to make one after 220 labor hours.

Iron Hide Suit

Quite rare, this special leather offers lighter bulk for its defense. Of course, iron-hide leather is rare and requires a Skinning skill to appropriate it from a creature with it, such as an iron cobra. A leatherworking skill of 40 is needed to make anything with iron-skin material, and 260 labor hours are required to complete the leather suit.

Leather Greaves

Like iron greaves, only these are made from leather. To create a pair of greaves, 80 labor hours is required from anyone with a leatherworking skill. By themselves, the offer little protection, but they can be combined with a leather shirt to form light armor.

Leather Helmet

This is the soft version of the iron helmet. A simple leatherworking 10 skill is all that is needed to make one and it takes 70 labor hours to fashion. If worn alone, it offers almost no defense bonus, but can be paired with a leather shirt or even iron greaves to achieve a light armor rating.

Leather Shirt

This armor piece is the base of stronger armors. However, with the stronger armor types are made in pieces without the overall togetherness required for a shirt to offer protection by itself. Therefore, a leatherworking skill at 10 is required to fashion this piece into a final product, and why an armoring skill alone cannot accomplish the task. 200 labor hours are needed to complete a leather shirt.

Linothorax, Iron

A linothorax is basically a breastplate. Depending on its material it may have various fastening designs or shoulder strapping. An iron version requires 420 labor hours and an armoring 20 skill to make.

Linothorax, Leather

This is a lighter version made of boiled and hardened leather. Because of this, it can offer full protection of light armor by itself. However, due to its more rigid construction, the oils needed for maintenance have a slightly higher expense. Additionally, 20 points of skill in leatherworking is required to fashion this piece, and further requires 260 hours of labor.

Orcish Battle Armor

Built by orcish armorers, the battle armor is designed to be a medium protection which can only be worn by orcs. It starts from a boiled leather fashion similar to the linothorax on a grander scale to incorporate protection to the legs and arms too. Over the leather base small metal plates are riveted through the suit’s skin to give additional protection but leave moderate maneuverability. This armor is also a symbol of honor in orcish society and usually only worn by High Brutes or heroes. Even though it is built for orcs, someone with an armoring 30 skill would have a 30% chance of refitting it to a human or saurian with 100 labor hours of effort. For each additional rank of skill, the chances would increase by 20%. For the original suit, 680 labor hours are needed by an orc with 30 points of armoring.

Parma Shield

This shield is small, round and metal, usually no more than two-feet in diameter. It requires 120 labor hours to forge and can be made by someone with a beginning armoring skill. Of course, weapons needing two hands to operate, like bows, cannot be used while employing a parma shield, but it technically only requires “half” a hand; thus, any medium-sized weapon can be wielded.


Platemail is what one thinks of when envisioning an Arthurian knight in a full suit of armor. It offers protection to the entire body and has a visor on its helmet. This armor can only be forged by an armoring 30 or higher, and its time investment is 800 labor hours.

Scutum Shield

Legionaire troops of ancient Rome used the Scutum shield when forming a turtle formation because these shields are large and offer great protection. However, they do hinder weapons to ones that are distinctly single-handed weapons. To create a Scutum, an armoring 20 skill is needed, as well as 200 labor hours.

Skull Cap

This is merely a skull with the inside carved to fit as a helmet with leather and padding fashioned into it. The most novice leatherworker can make one devoting 30 hours of labor.

Wooden Shield

The wooden shield is a simple form of protection. It takes boards of wood and binds them together with one or more metal bands and secured with rivets. An armoring 10 skill is needed and fashioning one requires 80 labor hours. For rules covering skills and weapon restrictions, these are merely cheaper, wooden versions of the parma shield. However, GMs are encouraged to check for breakage of a wooden shield for various conditions the arbiter would see fit.


This is probably one of the most popular marketplaces for the adventurer. Weapons are a central theme to any fantasy RPG. Below are the popular weapons, the styles usable and their costs. Of course, the melee skill permits one to fight with anything: table leg, frying pan, etc. If someone uses a non-traditional item as a weapon, the damage type will almost always be bashing unless ruled differently by the GM. Further, the damage of such an item is a d3.

Melee Weapons
 Damage Expense
 [Hurling]3b monthly
Bastard Swordd8+12+1Swords260b125b
 No Shield  6b monthly
Brass Knuckles+1/die1n/aMartial Arts40b20b
 [Hurling]2b monthly
Fist, Handd41-2Martial Artsn/an/a
Flaild4+11 Bludgeons120b40b
  3b monthly
Glaived6+1/d8+12 Polearmsǂ90b20b
 No Shield  1b monthly
Great Axed6+1+2Cleaving200b100b
 Parma  4b monthly
Hammerd4+11 Bludgeons100b35b
 [Hurling]3b monthly
Long Swordd6+1Swords150b75b
 Parma  3b monthly
Maced4+11 Bludgeons90b30b
  2b monthly
Net--1 to 2Melee5b1b
Claw/Tail Any Shield Fightingn/a
 Parma [Hurling]1b monthly
Staffd6+1/d8+12 Bludgeons20b8b
 No Shield PolearmsǂNone
Tiger ClawsSpecial1Martial Arts50b20b
 Parma  n/a
War Mauld6+1 Bludgeons180b100b
 Parma  3b monthly
ǂ Pole-weapons do not gain extra damage dice per d100 like other attacks. Instead, the single damage-die increases and special feats are permitted.

Ranged Weapons
 Damage Expense
 60ft linear [Cleaving]3b monthly
 75ft linearParma  None
Crossbowd6+12 Archery180b75b
 80ft linear  6b monthly
 60ft linear [Swords]2b monthly
Musket75ft linear  12b monthly
Hammerd4+11 Hurling100b35b
 60ft linear [Bludgeons]3b monthly
Handd4+1 Archery200b80b
Crossbow60ft linearParma  15b monthly
Longbowd4+12 Archery100b35b
 150ft outside/60ft linear  3b monthly
Mark-Mark2d6/hex2*Only Melee500b300b
15ft linear   fuel plus 25b monthly
Shortbowd4+12 Archery100b35b
 140ft outside/60ft linear  3b monthly
Slingd4+1 Hurling5b1b
 60ft linear [Bludgeons]None
Speard6+1 Hurling30b10b
 200ft outside/10 0ft linearParma [Polearms]1b monthly
 80ft linear  10b monthly
Twin Musket3d42*Archery300b160b
 80ft linear   14b monthly
ǂ For each foot over the limit, a -1 penalty is factored into the attempt to hit on each die.
* These weapons require reloading, which means their firing rate is not once per round. Read the description of each weapon for details.


An axe is a wedge fashioned to the end of a handle. The wedge may be either double or single-bladed. It is also small enough to be wielded one-handed in the cleaving style, and it can be hurled up to 60 feet. If used in a cleaving, then it strikes the easier of bashing or slashing defense. When hurled, it inflicts piercing damage, but also new ones must be grabbed from the stash over 4 are thrown.

Bastard Sword

Any large sword with a blade 48 inches or longer is classified as a bastard sword; it might be called a Paladin's Sword or a Two-Handed Sword, but as the rules go, it is a bastard sword. It requires two hands to wield, meaning no shields can be employed while using one. While it does inflict more damage, it is a slower weapon to wield and adds +1 to one’s initiative score.


This hurled weapon knotted set of leather straps with weighted stones or lead balls in two to four stitched pouches. It will not inflict harm; however, it can place a hold, similar to a grappling hold from martial arts. The difference for the bola is the device itself does the securing by wrapping around the victim. It can be thrown with a ranged combat skill for a d100 attack. The successful hit against the victim's bashing defense indicates a single hold, making wrapped victim unable to move. However, it does not prevent the victim from using a small one-handed weapon. Further, the victim can attack the bola with an edged weapon, striking a 75 or higher on a d100+Skills, to destroy the net and allowing escape, or the victim may sacrifice a full 20 seconds to untie the bola from himself. This means any current initiative suffers a 20-second delay; if actions for the round have already been used by the victim, the it will be 20 seconds before a new initiative can be rolled. A further advantage of the bola is that two holds can be placed on the victim. If used with hurling, then 2d100 can be used against the victim's bashing defense. Two holds are required to restrain an ogre or other huge creature, including mounts. Giant-sized creatures can not be slowed by a bola. Nonetheless, no more than 2d100 can be thrown with a bola. Taking weapon forte is possible to increase hitting chances, but still only 2d100 can be used. If multiple holds are on a victim, it will not change their delays to escape or the details of a slashing damage to escape.

Brass Knuckles

For anyone using melee with fists or martial arts, this simple enhancement adds +1 bashing for each die that scores damage. Moreover, initiative is not altered by wearing these.


The crossbow is a mechanical bow with a trigger, and a powerful weapon at shorter ranges. However, the bolts are less predictable at further distances, and it only can be fired in a liner trajectory. Its starting range is 80 feet. Once obtaining archery, its range becomes 100 feet. If chosen with weapon forte, the crossbow has a range of 120 feet. In addition to better damage, one reason for using a crossbow over another bow is its ability to be notched. A bolt can be loaded and cocked for two minutes (6 combat rounds) without firing it before risks occur. After this time, if the shot is fired and results in a raw “01-03” range, then the crossbow becomes temporarily damaged and unable to be fired until repaired. When already loaded prior to the combat round used, then the initiative for firing it is reduced by 3 seconds. However, due to its mechanics, the maintenance cost of a crossbow is more. Lastly, only 10 bolts can be carried in an encounter before needing to retrieve more from a cache.


Any blade under eighteen inches is a dagger. Knives, dirks and poignards are all classified as daggers. These weapons can be used in melee or hurled up to 60 feet. Daggers inflict d4+1 damage for each successful hit. While wielded in melee, a dagger slashes, but if thrown it acts as a piercing weapon. Further, the small size of a dagger allows it to be swift when attacking by either method. When using a dagger, the attacker’s initiative occurs one second earlier. When hurling daggers, six is the limit before needing to retrieve more from the store supply.


Many of the cudgels are very much the same. What is the difference between a hammer, a mace and a flail? For a flail, the main distinction is the chain, strap (or multitude thereof) that joins the handle to the balled-weapon. This could be spiked or blunt cube. A cat-on-nine-tails would be considered a flail. By the numbers, there is very little game difference between a flail and a mace or a hammer; however, due to the additional parts, the flail is a bit more expensive. Further, the social aspect of the flair often indicates pain and torture. Due to this, carrying one might create assumption.

Flintlock Musket

This is not a hero’s weapon. In fact, in many ways, this is an inferior armament. However, where it gains its advantage is in range, power and when used by conscription men-at-arms. However, it loses its effectiveness compared to other weaponry as skills improve. The flintlock musket can be fired with no penalties by an untrained person with accuracy to 75 feet. It does require one round to set up and load the ammunition, allowing it to be fired only every other round. When the shot discharged, it will inflict 2d8 piercing damage. If a person has been trained in ranged combat, the accurate range doubles to 150 feet; however, this is only for linear firing. Additionally, a trained person can preload the musket and have it ready for up to two minutes (6 combat rounds), just like a crossbow. However, the risk in this case is not damage, but accidental fire in a random direction in a 10% chance for every round after. Further, archery can increase the damage to 3d8, but not the speed of firing, which makes it less effective (other than range) than standard bows. Technically, weapon forte could be taken for 4d8 damage, but the dice advantage is so weak, few ever would. Finally, these weapons are expensive to maintain. Nonetheless, the orcs have developed the bayonet version of this weapon. This allows it to be used in melee as a pole-arm; however, it cannot extend two-hexes like other poled-weapons. Plus, the bayonet costs as additional 3 gold for monthly maintenance. The total bullets carried on one’s person is around 40, meaning it is very unlikely to run out in a single encounter.


The category of glaive is basically any pole-arm longer than seven feet. These weapons cannot be hurled as spears can. However, the glaive has many advantages and is likely one of the most underused high-efficient weapons in gaming. First, as a melee weapon, it can strike an opponent two hexes away; this can be accomplished even with another occupant (friend or foe) in the hex in between. This means there is the option for impalement with the proper skills. Further, the glaive can be used to dismount a rider with far better accuracy. All glaives, whether called a fauchard, a halberd or a ranseur, require two hands to use, meaning shields are not an option.

Great Axe

The great axe is a larger form of the axe, which cannot be thrown. It requires one-and-a-half hands to employ, which means only a parma shield can be paired with it. It is a cumbersome weapon, having a one-second slower initiative in combat. However, since it is a cleaving weapon it strikes the lower of bashing or slashing defense against an opponent.


To the previous question, how is a hammer not like a mace? Visually they are a bit different, but functionally if the cudgel can be hurled, it is a hammer. Thus, even a throwing club is technically a hammer, but one not balanced for throwing would be a mace. However, one other distinction is a hammer can be wielded one-handed, meaning the length of its handle does not exceed 24 inches. Also, if the head of the hammer is crafted very large, even with a short handle, its cumbersomeness requires an extra “half of a hand” therefore making it actually a war maul. Hammers have a two item limit before requiring an action to gather two more from a reserve.

Hand Crossbow

This mechanical bow is a smaller version of the crossbow and can be used with only one hand. The bolts are the same as that of the normal weapon; however, because of its size, the hand crossbow simply does not have great range nor will it inflict the larger damage. Instead it only inflicts d4+1 points of piercing damage. Moreover, it is limited to a liner trajectory. For anyone with ranged combat this piece can shoot up to 60 feet. Once obtaining archery, its range becomes 70 feet. And if used by someone with weapon forte, the one-handed crossbow has a range of 80 feet. This smaller crossbow has all the notching-capabilities of its larger version but also with the risk requiring repair.


The main difference between the short and long version is the size of the user. Longbows cannot be used by a person under 5' 2” or shorter; however, they do have a slightly farther range. A taller person could use a short bow, but he or she may look silly, which “looking silly” should be played up more by GMs than often is. It is a great motivator to deter a character from mastery shortbows just because they're cheaper. One's reputation should be harmed when negotiating things if they make antisocial choices and flaunt them publicly. Nonetheless, bows are great weapons. The longbow has a base range of 150 feet outdoors and 60 feet linear. Once archery is obtained, this increases to 180 and 75 feet respectively. If weapon forte is acquired, the range becomes 250 feet and 100 feet for linear-indoor shots. As with all ranged weapons, there is a -1 penalty to hit for each foot over the maximum. Lastly, 20 arrows are the most that can be fired in an encounter before retrieving another quiver.


This is a sword between 24 and 48 inches. It could be curved or straight, single or double-edged, called a cutlass or a scimitar. However, it requires one-and-a-half hands, meaning that only a parma shield can be used in conjunction with this weapon.


As stated above, the mace is like a hammer except it cannot be thrown. It is used with the bludgeons style of fighting and only requires one hand. Batons and troglodyte clubs are considered to be maces.


This is a sophisticated weapon of alchemy and engineering, which for all intents, constructions, and purposes is a flame-thrower. Primarily a military weapon used by a team who help manage the fuel, the mark-mark can be used by a normal adventurer. In fact, skill with this weapon cannot increase beyond the use of melee with it. This means only d100 can be rolled when employing this weapon. However, it does emit a flame fifteen feet (or three hexes) and a separate d100 is rolled against any in those three hexes against the victim's fire defense. If scoring a hit, then it delivers 2d6 points of damage, rolled separately for each victim. However, after using it once, like the flintlock musket, it requires one round to reload the flask of oil for it to be primed again; thus, it can only be discharged every other round. The flask of oil is completely consumed and an operational expense of this weapon (2 silver bits per flask). Lastly, anyone or anything taking fire damage may have combustable items damaged. If a victim could reasonably become engulfed in flame, such as normal clothing or doused in oil for heavier armors, then a Mind Difficulty check is rolled for an additional 2 more points of fire damage, but the victim or object remains on fire for another d10 seconds, which could cause further spread of the fire.


The net is a very specialized weapon. It will not inflict harm; however, it does have a few useful advantages. It can be used with a melee skill for a d100 attack against a victim's touch defense. A successful hit indicates the same as a grappling hold from martial arts, placing a victim in a hold, making the netted victim unable to move. When netted, a victim can only attack with 1-handed weapons, which may be against another melee oponent or possibly the net itself. If the ensnared combatant attacks the net with an edged weapon, scoring 75 or higher on any d100+Skills, then no damage is rolled as this will destroy the net and free the victim. However, the wielder of the net only needs one hand to perform this grappling hold. While his victim is held, he could attack the trapped weapon with his or her free hand, using a separate 1-handed weapon. When doing so, the netter gains +10 to all attack rolls, as the net helps control the victim's evasiveness. Further the wielder of the net may have the martial arts skill; if so, then 2d100 can be used while weilding the net with only 1 hand. However, only one hold can be placed on an equal sized opponent, but the two dice increase the chances of a successful attack. No other skills, not even dwarven wrestling will increase the dice of the attack. If the foe is on size class larger and two successes are scored, then it too will be considered snared as above. Netting can be used to entangle all sorts of creatures, not just humanoids as grappling does; however, the GM may still adjudicate when it may not be viable. However, if two hands are used with the net, then a force-prone feat may be attempted on the second successful hit, which could be in the same attack if martial arts is used or on a subsequent attack after the victim has been snared. This feat is essentially a feat of strength against the other creature's Body Difficulty. This is explained in more detail later.
Additionally, the net can be coupled with the disarming skill regardless of how said skill was learned. This will give an extra bonus to hit. See the skill for more details. On the downside, when using it to disarm an opponent, its use is tied up for as long as the disarming delay of the opponent; thus, the attacker cannot use the net again without freeing the victim. But the net-wielder is still free to use a 1-handed weapon normally while thwarting the victim's weapon from use. Further, other team members can attack the restricted opponent.


As discussed under the longbow description, this bow is required for shorter characters. Shortbows are common among dwarves and often used by shorter elves and humans. It's range begins at 140 feet for outdoor shooting and 60 feet linear. With archery range increases to 160 and 75 feet respectively. Finally, with weapon forte, the shortbow range becomes 200-feet and 90-feet linear. Lastly, 20 arrows are the most that can be fired in an encounter before retrieving another quiver.


A sling is a projectile weapon used to throw a blunt projectile such as a stone, clay, or lead "bullet." A sling has a small cradle or pouch in the middle of two lengths of cord. The sling stone is placed in the pouch. It and the hammer are the only hurling weapons to inflict bashing damage, making both effective distance weapons when fighting skeletons. Further, a stone can be loaded in the pouch and it can be used as a club in the bludgeon method. Lastly, because it requires loading, only a parma shield can be used when wielding a sling. Because the ammunition does not have to be recovered to reuse, like other hurled weapons, it is well paired with shield guard. Slings are very effective for range, allowing one to carry 30 stones before having to return to the stockpile for another box.


This is a pole from four to seven feet long with a piercing point on it. Spears can be fought in melee in the pole-arms style but, unlike glaives, spears are only able to reach opponents in adjacent hexes. The other distinction for a spear is that it can be hurled up to 200 feet outside; however, it has the greatest linear distance of all hurled weapons at 100 feet. Spears require one-and-a-half hands, permitting a parma shield to be couple with them. Spears also gain bonuses when used with dismount as a pole-weapon. While spears make a fine thrown weapon, only four at a time can be carried without the loss of an action to gather more.


A staff is a blunt pole that is spun with two hands to strike an opponent. When used with bludgeoning as a form of bashing weapon, they are limited to d6+1 damage. When using this style, they gain damage dice for every d100 attack allowed. However, staves can also be used to push or prod enemies as a pole-weapon, which allows an attack up to two hexes away. However, when used in this manner, the additional attack dice do not inflict cumulative damage from the d100 attacks but rather it inflicts a single d8 instead, as other pole-weapons. But it also gains the special feats of a polearm, which means it can be set for charge to inflict more damage. More details are available in the polearms combat style skill explanation.


Sometimes set up on a frame in defensive locations, this two-handed crossbow variant fires specialized projectiles of shuriken and serrated discs. Because of the ammo, it inflicts slashing damage. This weapons has the same range capabilities as the crossbow (80/100/120), but it is not capable of being pre-notched like the regular version. In fact, due to its special ammo, someone using the star-launcher suffers a +1 on his or her initiative. The advantage of the star-launcher is at 40 (50 or 60) feet or less, wind and rain penalties are ignored. Like its cousin, the complex mechanics cause the maintenance cost to be higher. Lastly, only 6 blades can be carried in an encounter before needing to retrieve more from a cache.

Tiger Claws

Similar to brass knuckles, these hand-enhancers help with fist-pummeling attacks. The difference with these weapons, however, is they do not increase damage. Instead they change the type of damage from bashing to slashing. Therefore, a normal fist attack would be d4 of bashing damage, but when wearing tiger claws, the inflicted damage is d4 slashing. One final advantage to tiger claws is they grant a +05 bonus to any climbing feats.

Twin Musket

In some ways this weapon is an improvement about the flintlock musket, but some may not find the advantages worthwhile. Like other firearms it can be fired in a linear path, but unskilled persons can use it with no penalties with a range of 75 feet. It does require one round to load the ammunition, but as the ammo is smaller and engineered as a cartridge, two barrels can be loaded in that single round. This means one barrel can be fired the following round and its sister chamber the round after that. Then it will again require a round to load again. Also due to the nature of the ammo, the twin musket cannot be preloaded or the ammo will ruin and misfire within 60 seconds. Moreover, as the shot is designed for speedier loading its damage is less, inflicting only 3d4 of piercing damage for each d100 rolled. For trained persons, someone with ranged combat can fire to a range of 150 feet, but again, this is only for linear firing. Someone with archery can increase the damage to 4d4, but the firing rate does not change. Should a marksman use weapon forte with the twin musket, 5d4 of damage could be inflicted, but remember, like other muskets, only 1d100 is ever rolled. The total cartridges carried on by person is around two dozen, meaning it is very unlikely to run out in a single encounter.

War Maul

As discussed above, the war maul is a heavier form of hammer. One-and-a-half hands are needed to wield it; thus, only a parma shield can be paired with this weapon.

Borgaaz300 bits15 bits
Borgaaz, War1500 bits20 bits
Cow100 bits1 bit
Dog, Hunting150 bits3 bits
Elephant3500 bits50 bits
Falcon, Hunting200 bits5 bits
Gryphon8000 bits100 bits
Goat, Milk25 bits1 bit
Goat, Riding75 bits3 bits
Horse, Riding250 bits10 bits
Horse, Draft300 bits10 bits
Horse, War1000 bits15 bits
Lizard Steed325 bits6 bits
Llama400 bits3 bits
Mule75 bits6 bits
Osprider1500 bits8+ bits
Pigeon, Carrier5 bits
Pig30 bits1 bit
Sheep20 bits1 bit
Leather, Dog75 bits2 bits
Chain, Mount700 bits18 bits
Leather, Mount150 bits3 bits
Plate, Mount1500 bits28 bits
Belt, Leather5 bits
Boots, Leather3 bits
Cloak8 bits
Formalwear50 bits
Gloves1 bit
Hat, Feathered8 bits
Robe10 bits
Sandals2 bits
Sash, Ornate10 bits
Shirt, Silk15 bits
Vest, Formal20 bits
Ale, Gallon1 bit
Ale, Mug2 cu
Beer, Pint1 cu
Mead, Pint1 bit
Wine, Bottle3 bits
Bagpipe30 bits
Drum6 bits
Flute15 bits
Harpsichord50 bits
Lute35 bits
Lyre25 bits
Pan flute9 bits
Pipe Organ100 bits
Trumpet12 bits
Viola28 bits
Barge50 bits1 bit
Brigantine9000 bits225 bits
Caravel2500 bits60 bits
Chronometer250 bits2 bits
Clipper20,000 bits500 bits
Cog375 bits7 bits
Galleon35,000 bits875 bits
Lode Compass50 bits
Sextant100 bits
Bread, Loaf3 cu
Fish, Fresh4 bits
Mutton, Roasted2 bits
Stew4 cu
Anointing Waters50 bits
Burial, Common30 bits
Burial, Heroic250 bits
Funeral Rites5 bits
Holy Water50 bits
Ink Bottle6 bits
Invigoration50 bits
Holy Symbol3 bits
Holy Symbol Silver30 bits
Marriage, Modest5 bits
Marriage, Wealthy200 bits
Naming Rite20 bits
Perfume2 bits
Prayer charms2 bits
Reliquary5 bits
Scroll Paper1 bit
Banquet10 bits / person
Coach, In Town2 cu
Coach, Travel1 bit / 2 miles
Inn, Poor1 bit / day
Inn, Modest5 bits / day
Inn, Comfortable10 bits / day
Inn, Wealthy50 bits / day
Messenger1 cu / mile
Ship’s Passage1 bit / mile
Stabling2 cu / day
Trainer, Common5 bits / day
Trainer, Advanced10 bits / day
Trainer, Rare25 bits / day
Valet4 cu / day
Cauldron 2 bits
Lantern10 bits
Manacles7 bits
Mirror, Silver25 bits
Lock Picks50 bits
Lock, Standard5 bits
Pipe, Tobacco2 bits
Saddle, Riding25 bits
Saddle, Secure100 bits
Tent, Large20 bits
Tent, Small12 bits
Carriage100 bits2 bits
Cart20 bits
Chariot250 bits5 bits
Dog Sled25 bits
Wagon40 bits1 bit
Abacus5 bits
Brewer’s supplies15 bits
Calligraphy pens8 bits
Hourglass25 bits
Jeweler’s tools30 bits
Laboratory stocks50 bits
Magnifying glass75 bits
Merchant Scale8 bits
Signet Ring10 bits