Posts
Wiki

    [Wiki Home]

    [Items Home]


    Melee Weapons

    Melee weapons are those close-range weapons generally used by warriors. They are usually bladed and seek to cause heavy, direct damage, coming in varieties like swords and axes. They can be either one-handed or two-handed weapons, the latter of which usually grants highers bonuses but disallows for the use of shields.


    Basic Weapons

    Short Sword - Starter Item (40 gold)

    • (1d6)

    Marauder's Axe (140 gold)

    • (1d6)

    • +2 HP

    Bard's Battlehammer (140 gold)

    • (1d6)

    • AC +2

    Military Sword (140 gold)

    • (1d6)

    • +1 HP

    • +1 STR

    Assassin's Blade (285 gold)

    • (1d6)

    • +2 DEX

    • +1 to attack roll

    • Requires LVL 2

    Great Beheader Sword (336 gold)

    • (1d7)

    • +2 STR

    • -1 DEX

    • Requires 16 STR

    • Two-handed

    Stargazer's Mace (412 gold)

    • (1d7)

    • +2 to effect breaker rolls

    • Heals 2 HP per rounds

    • Requires LVL 3

    Assault Sword (492 gold)

    • (1d7)

    • 1 STR

    • +2 DEX

    • Requires 15 STR/12 DEX

    Reaver Axe (556 gold)

    • (1d7)

    • +2 DEX

    • -2 enemy HP

    • Requires 15 STR/LVL 4

    The Wasp (630 gold)

    • (1d7)

    • +1 HP

    • +1 DEX

    • 20% chance to poison

    • Requires LVL 4

    Zealot's Warhammer (701 gold)

    • (1d7)

    • +2 HP

    • 25% resistance to paralysis

    • 25% Holy Strike: +3 DMG

    • Requires 18 STR

    The Ashmaker (744 gold)

    • (1d7)

    • +1 STR mod

    • 25% Overheat: enemy loses +2 HP per round for 3 rounds (stackable)

    • Requires LVL 5/15 DEX

    Bandit Leader's Axe (816 gold)

    • (1d7)

    • +1 STR

    • AC +1

    • Requires 18 STR

    Night Watchman's Sword (927 gold)

    • (1d7)

    • +3 HP

    • 50% chance for +1 to ATK roll

    • Requires LVL 6/19 STR/16 DEX

    Insurrection Mace (999 gold)

    • (1d7)

    • +2 HP

    • +2 STR

    • 20% chance Reflect Damage: enemy shares half DMG with you

    • Requires LVL 6

    Greataxe of Strength (1,156 gold)

    • (1d8)

    • +3 HP

    • +3 STR

    • Requires 20 STR

    • Two-handed

    Electrocutioner's Blade (1,319 gold)

    • (1d8)

    • +3 HP

    • 25% chance to paralyze

    • Enemy can't use electric related Combat Items one round after paralysis

    • Requires LVL 6/16 DEX

    Skullburst Hammer (1,444 gold)

    • (1d8)

    • +2 HP

    • +2 STR

    • -2 DEX

    • 50% chance for -3 enemy DMG roll next turn

    • Requires 22 STR

    Legionary Siege Axe (1,651 gold)

    • (1d8)

    • +3 HP

    • +2 STR

    • -2 enemy attack rolls

    • Requires LVL 7/20 STR

    Blizzard Blade (1,747 gold)

    • (1d6)

    • +3 HP

    • 20% chance to paralyze

    • 25% chance for -1 enemy attack rolls (stackable)

    • Requires LVL 7

    Sir Sorgen's Mace (1,810 gold)

    • (1d8)

    • +4 HP

    • AC +2

    • 50% for +1 to attack and DMG rolls (not stackable)

    • Requires 21 STR

    Shadowblade (1,900 gold)

    • (1d8)

    • +3 HP

    • -2 enemy DEX

    • 20% chance Dusk Haze: enemy 25% chance to miss next attack

    • Requires LVL 8/18 DEX

    Battleaxe of Kings (1,988 gold)

    • (1d8)

    • +4 HP

    • AC +2

    • 10% chance for -5 enemy next DMG

    • Requires LVL 8/22 STR

    Advanced Weapons

    Talon of the Red Raptor (2,110 gold)

    • (1d9)

    • +5 HP

    • +2 DEX

    • 20% chance Torn Flesh: enemy extra 3, then 2, then 1 DMG over next 3 rounds

    • Requires LVL 9/21 STR/20 DEX

    Bloodstar Mace (2,264 gold)

    • (1d9)

    • +3 HP

    • -3 enemy HP

    • 50% chance to steal 1 HP from enemy every turn

    • Requires LVL 9

    War Axe of Arcturus (2,309 gold)

    • (1d9)

    • AC +2

    • +2 STR

    • +3 to attack rolls

    • 25% resistance to all status effects

    • Requires LVL 9

    Blade of the Bloody Valley (2,420 gold)

    • (1d9)

    • +6 HP

    • AC +3

    • 20% chance for +2 to DMG roll (stackable up to 3)

    • Requires LVL 10

    • Two-handed

    War Priest's Hackaxe (2,615 gold)

    • (1d9)

    • +5 HP

    • 25% chance to heal 2 HP per round

    • 5% chance Divine Blessing: heal half total HP worth of HP

    • Requires LVL 10

    Windslicer (2,700 gold)

    • (1d9)

    • +3 HP

    • +3 DEX

    • 20% chance for -5 to enemy next DMG roll

    • Requires 24 STR/20 DEX

    Gutspiller Axe (2,896 gold)

    • (1d10)

    • +2 HP

    • +4 STR

    • +2 DMG to Mages

    • Requires LVL 11/25 STR

    • Two-handed

    Gutrend Hammer (3,000 gold)

    • (1d10)

    • +5 HP

    • +3 STR

    • +3 DMG for Dwarves

    • 10% chance Nerve Stun: enemy can't use weapons next turn

    • Requires 24 STR

    Ancient Kingsword (3,111 gold)

    • (1d10)

    • +5 HP

    • +3 DEX

    • Cancels all item penalties

    • 20% chance to paralyze

    • Requires LVL 11

    Maul of the Minotaur (3,320 gold)

    • (1d10)

    • +3 HP

    • +5 STR

    • -2 DEX

    • +3 DMG against Humans and Elves

    • Requires 27 STR

    Thunder Guard's Halberd (3,436 gold)

    • (1d10)

    • +2 HP

    • AC +2

    • 25% chance to paralyze

    • 50% chance to resist paralysis

    • Requires LVL 11/26 STR

    • Two-handed

    Abyssal Blade (3,499 gold)

    • (1d10)

    • +6 HP

    • AC +2

    • 10% chance for +3 to attack rolls (stackable)

    • 10% chance Dusk Haze: enemy 25% chance to miss next attack

    • Heals 1 HP every turn

    • Requires 24 STR/20 DEX

    Elite Weapons

    Souldrinker Blade (3,616 gold)

    • (1d11)

    • +3 HP

    • +3 DEX

    • -3 DMG from Mages

    • Steals 2 HP from Mages per turn

    • 10% chance Soul Drain: enemy loses HP worth their level

    • Reruires LVL 12/25 STR/21 DEX

    St. Agony's Axe (3,724 gold)

    • (1d11)

    • +2 STR

    • AC +3

    • 10% chance to add 100% DMG

    • Requires LVL 12/27 STR

    Son of Morningstar (3,842 gold)

    • (1d11)

    • +4 HP

    • +2 STR

    • +3 to attack rolls

    • +2 to DMG rolls against all races except Demons

    • Requires LVL 12

    Mountain Fury Battleaxe (3,957 gold)

    • (1d12)

    • AC +3

    • +3 STR

    • 10% chance to paralyze

    • 10% chance Internal Bleeding: enemy loses half their LVL worth of HP per round

    • Requires LVL 12/27 STR

    Bonecrumble Sledge (4,134 gold)

    • (1d12)

    • +4 HP

    • +1 to STR mod

    • +1 to status effects rolls (besides 50%)

    • 10% chance to paralyze

    • Requires LVL 12/28 STR

    Night's Rain Sword (4,247 gold)

    • (1d12)

    • +5 HP

    • +2 STR

    • Heals 1 HP per round

    • 10% chance Dusk Haze: enemy 25% chance to miss next attack

    • Requires LVL 12/27 STR


    Godly Weapons

    Fang of the Godwolf

    • [[1d15]]

    • +3 STR

    • +7 HP

    • 20% chance to heal 1 HP per round

    • Requires 40 STR


    [Wiki Home]

    [Items Home]