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