Weapons - Two Handed

Two Handed weapons

Two handed weapons have three weapon attacks.

Weapon Damage Weapon Precision Stealth Range
Glaive 30 0 -1 2 meters
Spear 25 +1 -1 2 meters
Long-grip sword 25 +1 0 1 meter
War hammer 20 0 0 1 meter
Staff 20 +1 0 10 meters
Crossbow 20 +1 -1 10 meters
Recurve bow 20 0 -1 15 meters
Reflex bow 15 +1 0 10 meters
War drums 0 0 -2 Hearing range

Glaive

Attributes
Melee weapon
0 weapon precision
-1 stealth penalty
Passive Polearm
You cannot attack with a glaive when there is a foe adjacent to you, except for with Hilt Block.
Action Slash (basic weapon attack)
Roll against Parry
Range: 2 meters
Deals 30 physical damage.
Action Cleave
Roll against Parry
Range: 2 meters
Choose a direction: clockwise or counter-clockwise. Attack a target, then continue attacking the next creature in the direction you chose. You continue this until you complete a full rotation, or until an adjacent obstacle such as a creature blocks your attack.
Each successful attack deals 15 physical damage.
Prepared action Hilt block
Roll against Parry
Range: 2 meters
Next time a foe attempts to move into or within range, try to block them. If you succeed, the area within your weapon range is considered light rough terrain for that creature.

Spear

Attributes
Melee weapon
+1 weapon precision
-1 stealth penalty
Passive Polearm
A spear only deals half damage before armor to adjacent targets, except for with Keep At Bay.
Action Thrust (basic weapon attack)
Roll against Parry
Range: 2 meters
Deals 25 physical damage.
Action Keep at bay
Roll against Parry
Range: 1 meter
Target is pushed meters away from you.
Deals 15 physical damage.
Prepared action Spear brace
Roll against Parry
Range: 2 meters
Ignores weapon precision.
Next time a foe charges or runs into or within range, you attack them and deal 25 physical damage.

Long-grip Sword

Attributes
Melee weapon
+1 weapon precision
Action Slash (basic weapon attack)
Roll against Parry
Range: 1 meter
Deals 25 physical damage.
Action Thrust
Roll against Evasion
Range: 1 meter
Ignores weapon precision.
Deals 20 physical damage, ignoring physical armor up to 10.
Prepared action Defensive stance
You have a +1 bonus to Parry against the next physical damaging ability used against you.

War Hammer

Attributes
Melee weapon
0 weapon precision
Action Smash (basic weapon attack)
Roll against Parry
Range: 1 meter
Deals 20 physical damage, ignoring physical armor up to 10.
Action Momentum swing
Roll against Evasion
Range: 1 meter
Hits all adjacent creatures, stunning the creatures you hit for 1 round. These creatures are also pushed away for 1 meter.
Each successful hit deals 5 armor-ignoring damage. Potency bonus to these attacks' damages are halved.
Prepared action Opportunistic slam
Roll against Parry
Attack the next foe who falls prone within range.
Deals 10 armor-ignoring damage.

Staff

Attributes
Ranged weapon
+1 weapon precision
Passive Unsteady aiming
Your projectile attacks with staves have a -2 penalty to precision rolls.
Action Bolt (basic weapon attack)
Roll against Warding
Range: 10 meters
Projectile. Deals 20 magical damage.
Action Projectile shielding
Roll against Evasion
Range: 5 meters
Choose a 2 meters by 2 meters area. You create a spherical magical shield there.
This shield acts like half cover against projectiles passing through it and lasts for 1 round.
Projectiles shot by creatures within this shield are unaffected by it.
Prepared action Deflection
You have a +1 bonus to Warding against the next magical damaging ability used against you.

Crossbow

Attributes
Ranged weapon
+1 weapon precision
-1 stealth penalty
Passive Unsteady aiming
Your projectile attacks with crossbows have a -2 penalty to precision rolls.
Passive Reloading
This weapon requires it to be reloaded before shooting, and it can be reloaded as a rapid action or by spending 1 energy.
Action Shoot (basic weapon attack)
Roll against Parry
Range: 10 meters
Projectile. Deals 20 physical damage.
Action Piercing shot
Roll against Evasion
Range: 5 meters
Additionally attack the next creature directly behind your target within range.
Each successful attack deals 10 armor-ignoring damage.
Prepared action Bash
Roll against Parry
Range: 1 meter
Ignores weapon precision.
Attack the next foe who moves into, within or out of melee range. Deals 10 physical damage.

Recurve Bow

Attributes
Ranged weapon
0 weapon precision
-1 stealth penalty
Passive Unsteady aiming
Your projectile attacks with recurve bows have a -2 penalty to precision rolls.
Action Shoot (basic weapon attack)
Roll against Parry
Range: 15 meters
Projectile. Deals 20 physical damage.
Action Curving shot
Roll against Parry
Range: 15 meters
Deals 15 physical damage.
This attack ignores non-magical cover, as long as the target is in line of sight.
Prepared action Bash
Roll against Parry
Range: 1 meter
Ignores weapon precision.
Attack the next foe who moves into, within or out of melee range. Deals 10 physical damage.

Reflex Bow

Attributes
Ranged weapon
+1 weapon precision
Passive Unsteady aiming
Your projectile attacks with reflex bows have a -1 penalty to precision rolls.
Passive Sidearm
Skill rolls regarding the concealment of this weapon receive a +1 bonus if you are carrying at most 2 arrows and no quivers.
During your turns, you can use the swap weapon action to swap to this weapon freely without using a rapid action.
Swapping weapons in this way drops the previous weapon(s) onto the ground below you.
Action Shoot (basic weapon attack)
Roll against Parry
Range: 10 meters
Projectile. Deals 15 physical damage.
Action Multishot
Roll against Parry
Range: 10 meters
Projectile. Make two attacks, each dealing 10 physical damage.
You can target different creatures with each attack.
Prepared action Bash
Roll against Parry
Range: 1 meter
Ignores weapon precision.
Attack the next foe who moves into, within or out of melee range. Deals 5 physical damage.

War Drums

Attributes
Support weapon
0 weapon precision
-2 stealth penalty
Passive Playing drums
This weapon's abilities affect all allies who can hear you, allies who are unable to hear are not affected by war drums.
Being stunned, falling or going prone, diving underwater or becoming unavailable to use techniques in any way stops the bonuses granted by this weapon.
Rapid action "Empowering"
Hearing range
Allies gain a bonus to their damage with single target damaging abilities for 1 round.
Rapid action "Invigorating"
Hearing range
Allies gain temporary health for 1 round.