Enchanted Realms Rulebook


Any item can be wielded in combat; however, as explained in the combat-skills section previously, those without fighting skills will have a difficult time in battle. However, if the dice score a hit, then damage is inflicted against the opponent’s body score. All weapons inflict 1 point of damage per hit. If 3d20 are rolled and only 1 is successful, the 1 point of damage is imposed; however, if all three dice are hits, then 3 points of damage are inflicted.

Even though all weapons inflict the same amount of damage, this does not mean all weapons are equal. Weapons have different properties which are referred to as tags. These different properties make a difference in the effectiveness and benefits of using different weapons. Many weapons will carry multiple properties, which means they may be very advantageous over others. Likewise, certain tags which are typically applied alone can offer powerful value as well.

Any weapon tagged as a melee weapon is used to attack a target within 5 feet of the wielder, which is one hex on a battle map. The weapon always remains in possession of the wielder during its use.
A light weapon is small and easy to handle. Such is required for untrained use with a shield.
Weapons which have this tag always require two hands. When wielding one, using a shield simultaneously is not possible; however, heavy weapons offer many other benefits. When facing an opponent who does not carry a shield, including an opposing wielder of a heavy weapon, there is a chance to put the victim under disadvantage. When scoring a natural 20 with a heavy weapon, the opponent is at disadvantage for all combat actions, including casting when relevant, for the remainder and the following round. However, if the victim has a shield, the creature is protected from this effect. On the downside, heavy weapons suffer a -2 on all initiative rolls.
This tag refers to projectile-type weapons such as bows and crossbows. It is needed for certain skills to offer advancement in combat. It also indicates weapons affected by the disadvantage of some armors. These weapons will also have details of range, measured in feet, listed as normal and maximum. When attacking beyond the normal range, all attacks are at disadvantage. It is also possible to be at disadvantage when employing an archery weapon while being engaged in melee.
This tag refers to bludgeoning weapons. These weapons deliver blunt damage in the event a monster has resistance or a variance in AC. It is needed for certain skills to offer advancement in combat.
This tag means the weapon is a cleaver. This is an edged weapon which is delivered with the force associated with bludgeoning weapons. It will deliver either blunt or edged as it delivers damage based on both styles. No extra damage is inflicted but if one type is resisted or immune against, the other would still deliver. The same is true if there is a variance in the target AC. It is needed for certain skills to offer advancement in combat.
This tag refers to slashing weapons with a cutting edge, such as daggers and swords. These weapons deliver cutting damage in the event a monster has resistance or a variance in AC. It is needed for certain skills to offer advancement in combat.
Weapons with a flung property can be thrown against a melee target without being at disadvantage.
Any weapons with a reach tag allow targets to be attacked in melee at 10 feet (2 hexes) rather than 5 feet. Weapons of reach offer several special attacks, especially with advanced skills. Unless stated differently, polearms typically deliver piercing damage.
A weapon marked as thrown is permitted to be hurled at an opponent. Often these weapons can be used in either melee or hurled. Detailed in the combat section, there can be occasion where both can occur in the same round. Conversely, one could be at disadvantage when hurling weapons amid melee. These weapons will also have details of range, measured in feet, listed as normal and maximum. When attacking beyond the normal range, all attacks are at disadvantage.
These weapons are normally used as a one-handed weapon; however, they can only be wielded with two hands to act like a heavy weapon. However, the “heavy effect” can only be used once until a short rest is taken.
Weapons that use ammo inflict damage from the ammo rather than the weapon itself. Due to the need to use both hands for employing such a weapon, shields cannot be wielded while using such a weapon.
Mechanical weapons must be loaded, which means they can never be used to split dice against multiple targets with skills like targeting. However, they gain an extra +2 to each d20 attack die used.
When a special tag is applied, the weapon will have special rules governing its use. The details of the weapon itself must be consulted.

A quick note about trade-in price, which applies to armor above as well: only well-maintained and functional items will be accepted by merchants and smiths as a trade-in. Rusty items found in caves, monster-weapons and most typical items found during adventuring are mostly worthless. There will be the occasional ones, a weapon from a duel, etc., which may be worth an attempt of barter.

Weapon Tags Damage Retail Price Trade-In Price Maintenance
AxeMelee; Cleaver; Thrown (15/40)Blunt/Edged50 bits25 bits2 bits
Bastard SwordMelee; Heavy; EdgedEdged150 bits75 bits6 bits
ClubMelee; Light; BluntBlunt10 bitsNoneNone
CrossbowArchery (80/300); Ammo-Use; MechanicalPiercing125 bits70 bits8 bits
DaggerMelee; Light; Edged; Thrown (20/50)Edged20 bits10 bits1 bit
FlailMelee; Blunt; VersatileBlunt60 bits35 bits3 bits
GlaiveMelee; Heavy; ReachPiercing90 bits45 bits4 bits
Great AxeMelee; Heavy; CleaverBlunt/Edged150 bits75 bits6 bits
HammerMelee; Blunt; Thrown (20/60)Blunt50 bits25 bits2 bits
Long BowArchery (150/450); Ammo-UsePiercing100 bits50 bits6 bits
LongswordMelee; Edged; VersatileEdged75 bits40 bits3 bits
MaceMelee; Light; BluntBlunt30 bits15 bits1 bit
NetMelee; Thrown (5/10); SpecialNone15 bitsNoneNone
ShurikenThrown (25/75)Edged5 bitsNoneNone
SlingThrown (30/90); Ammo-Use; SpecialBlunt5 bitsNoneNone
SpearMelee; Reach; Thrown (20/80)Piercing25 bits10 bits1 bit
StaffMelee; Blunt; ReachBlunt30 bits10 bits1 bit
War MaulMelee; Heavy; BluntBlunt90 bits45 bits4 bits

To wield a net, either melee fighting or ranged fighting can be used; however, no other skills can aid to give extra dice for an attack. A net will effectively place its victim under a restrained restriction on a successful hit. It can be used against Size Categories Large and smaller. Bigger targets are effectively immune to nets, as are formless and incorporeal creatures. Something caught by a net can use its action to make a DC 10 body feat save to free itself or another creature within its reach on a success. Dealing any edged damage to the net (treated as AC 10) will also free the creature without harming it; however, this will destroy the net.

Slings can be used as melee weapons by placing ammo in the pouch and swinging it like a club; however, only melee fighting can be used for calculating the dice for attack. Without the skill, the attack is at disadvantage. When striking in melee, it will deliver blunt damage; however, no ammo will be used, obviously.