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Weapons

A weapon has a trait you roll with, a range, damage dice, a burden (one or two hands) and sometimes a feature.

Tier 1

WeaponSlotTraitRangeDamageBurdenFeature
BroadswordPrimaryAgilityMeleed8 phyOne-HandedReliable: +1 to attack rolls
KatanaPrimaryAgilityMeleed10+3 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
LongswordPrimaryAgilityMeleed10+3 phyTwo-Handed—
BattleaxePrimaryStrengthMeleed10+3 phyTwo-Handed—
Brass KnucklesPrimaryStrengthMeleed8+1 phyOne-Handed—
GreatswordPrimaryStrengthMeleed10+3 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
MacePrimaryStrengthMeleed8+1 phyOne-Handed—
WarhammerPrimaryStrengthMeleed12+3 phyTwo-HandedHeavy: -1 to Evasion
DaggerPrimaryFinesseMeleed8+1 phyOne-Handed—
QuarterstaffPrimaryInstinctMeleed10+3 phyTwo-Handed—
CutlassPrimaryPresenceMeleed8+1 phyOne-Handed—
RapierPrimaryPresenceMeleed8 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
ScimitarPrimaryPresenceMeleed8+1 phyOne-Handed—
Twisted DaggerPrimaryKnowledgeMeleed8 phyOne-HandedPiercing: Damage dealt with this weapon treats the target's Major threshold as having a -2 penalty.
HalberdPrimaryStrengthVery Closed10+2 phyTwo-HandedCumbersome: -1 to Finesse
SpearPrimaryFinesseVery Closed8+3 phyTwo-Handed—
WhipswordPrimaryFinesseVery Closed8 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10.
Rope DartPrimaryInstinctClosed6+1 phyTwo-Handed—
ShortbowPrimaryAgilityFard6+3 phyTwo-Handed—
CrossbowPrimaryFinesseFard6+1 phyOne-Handed—
LongbowPrimaryAgilityVery Fard8+3 phyTwo-HandedCumbersome: -1 to Finesse
Arcane GauntletsPrimaryStrengthMeleed10+3 magTwo-Handed—
BrightswordPrimaryStrengthMeleed10+3 magTwo-Handed—
Hallowed AxePrimaryStrengthMeleed8+1 magOne-Handed—
ShadowbladePrimaryPresenceMeleed8 phyOne-HandedOtherworldly: On a successful attack, you can deal physical or magic damage.
Glowing RingsPrimaryAgilityVery Closed10+2 magTwo-Handed—
Hand RunesPrimaryInstinctVery Closed10 magOne-Handed—
Enchanted ChakramPrimaryFinesseClosed6+1 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
Returning BladePrimaryFinesseClosed8 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Casting DaggerPrimaryInstinctClosed6 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8.
ShortstaffPrimaryInstinctClosed8+1 magOne-Handed—
DualstaffPrimaryInstinctFard6+3 magTwo-Handed—
ScepterPrimaryPresenceFard6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8.
Runelock PistolPrimaryKnowledgeFard6+3 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
WandPrimaryKnowledgeFard6+1 magOne-Handed—
Arcane RiflePrimaryAgilityVery Fard10+3 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
GreatstaffPrimaryKnowledgeVery Fard6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
HatchetSecondaryAgilityMeleed8 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
ShortswordSecondaryAgilityMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Offhand Brass KnucklesSecondaryStrengthMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Round ShieldSecondaryStrengthMeleed4 phyOne-HandedProtective: +1 to Armor Score
Tower ShieldSecondaryStrengthMeleed6 phyOne-HandedBarrier: +2 to Armor Score; -1 to Evasion
Small DaggerSecondaryFinesseMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Throwing KnivesSecondaryFinesseMeleed8 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don't have to retrieve it, as you always have another on hand.
Fighting CloakSecondaryPresenceMeleed4 phyOne-HandedPadded: +2 to damage thresholds
Rune ShieldSecondaryKnowledgeMeleed4 magOne-HandedProtective: +1 to Armor Score
Focus RunesSecondaryInstinctVery Closed6 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
WhipSecondaryPresenceVery Closed6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
GrapplerSecondaryFinesseClosed6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Hand CrossbowSecondaryFinesseFard6+1 phyOne-Handed—

Tier 2

WeaponSlotTraitRangeDamageBurdenFeature
Improved BroadswordPrimaryAgilityMeleed8+3 phyOne-HandedReliable: +1 to attack rolls
Improved KatanaPrimaryAgilityMeleed10+6 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Improved LongswordPrimaryAgilityMeleed10+6 phyTwo-Handed—
Improved BattleaxePrimaryStrengthMeleed10+6 phyTwo-Handed—
Improved Brass KnucklesPrimaryStrengthMeleed8+4 phyOne-Handed—
Improved GreatswordPrimaryStrengthMeleed10+6 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Improved MacePrimaryStrengthMeleed8+4 phyOne-Handed—
Improved WarhammerPrimaryStrengthMeleed12+6 phyTwo-HandedHeavy: -1 to Evasion
Improved DaggerPrimaryFinesseMeleed8+4 phyOne-Handed—
Improved QuarterstaffPrimaryInstinctMeleed10+6 phyTwo-Handed—
Improved CutlassPrimaryPresenceMeleed8+4 phyOne-Handed—
Improved RapierPrimaryPresenceMeleed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Improved ScimitarPrimaryPresenceMeleed8+4 phyOne-Handed—
Improved Twisted DaggerPrimaryKnowledgeMeleed8+3 phyOne-HandedPiercing: Damage dealt with this weapon treats the target's Major threshold as having a -2 penalty.
Improved HalberdPrimaryStrengthVery Closed10+5 phyTwo-HandedCumbersome: -1 to Finesse
Improved SpearPrimaryFinesseVery Closed8+6 phyTwo-Handed—
Improved WhipswordPrimaryFinesseVery Closed8+3 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10+3.
Improved Rope DartPrimaryInstinctClosed6+4 phyTwo-Handed—
Improved ShortbowPrimaryAgilityFard6+6 phyTwo-Handed—
Improved CrossbowPrimaryFinesseFard6+4 phyOne-Handed—
Improved LongbowPrimaryAgilityVery Fard8+6 phyTwo-HandedCumbersome: -1 to Finesse
Gilded FalchionPrimaryStrengthMeleed10+4 phyOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Knuckle BladesPrimaryStrengthMeleed10+6 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
War PickPrimaryStrengthMeleed8+3 phyOne-HandedDeadly: When you deal Severe damage, the target must mark an additional HP.
Cane SwordPrimaryFinesseMeleed8+4 phyOne-HandedRetractable: The blade can be hidden in the cane to avoid detection.
Urok BroadswordPrimaryFinesseMeleed8+3 phyOne-HandedDeadly: When you deal Severe damage, the target must mark an additional HP.
Bladed FanPrimaryPresenceMeleed8+3 phyOne-HandedParry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled.
Cyrurgien's ScalpelPrimaryKnowledgeMeleed8+3 phyOne-HandedScary: On a successful attack, the target must mark a Stress.
Bladed WhipPrimaryAgilityVery Closed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
JavelinsPrimaryAgilityVery Closed6+6 phyOne-HandedStockpiled: You can throw this weapon at a target within Far range by making an attack roll using Agility without having to retrieve it, as you always have another one on hand.
Steelforged HalberdPrimaryStrengthVery Closed8+4 phyTwo-HandedScary: On a successful attack, the target must mark a Stress.
War ScythePrimaryFinesseVery Closed8+5 phyTwo-HandedReliable: +1 to attack rolls
LancePrimaryInstinctVery Closed10+5 phyTwo-HandedCumbersome: -1 to Finesse
BlunderbussPrimaryFinesseClosed8+6 phyTwo-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
GreatbowPrimaryStrengthFard6+6 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Finehair BowPrimaryAgilityVery Fard6+5 phyTwo-HandedReliable: +1 to attack rolls
Improved Arcane GauntletsPrimaryStrengthMeleed10+6 magTwo-Handed—
Improved BrightswordPrimaryStrengthMeleed10+6 magTwo-Handed—
Improved Hallowed AxePrimaryStrengthMeleed8+4 magOne-Handed—
Improved ShadowbladePrimaryPresenceMeleed8+3 phyOne-HandedOtherworldly: On a successful attack, you can deal physical or magic damage.
Improved Glowing RingsPrimaryAgilityVery Closed10+5 magTwo-Handed—
Improved Hand RunesPrimaryInstinctVery Closed10+3 magOne-Handed—
Improved Enchanted ChakramPrimaryFinesseClosed6+4 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
Improved Returning BladePrimaryFinesseClosed8+3 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Improved Casting DaggerPrimaryInstinctClosed6+3 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8+3.
Improved ShortstaffPrimaryInstinctClosed8+4 magOne-Handed—
Improved DualstaffPrimaryInstinctFard6+6 magTwo-Handed—
Improved ScepterPrimaryPresenceFard6+3 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.
Improved Runelock PistolPrimaryKnowledgeFard6+6 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Improved WandPrimaryKnowledgeFard6+4 magOne-Handed—
Improved Arcane RiflePrimaryAgilityVery Fard10+6 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
Improved GreatstaffPrimaryKnowledgeVery Fard6+3 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Ego BladePrimaryAgilityMeleed12+4 magOne-HandedPompous: You must have a Presence of 0 or lower to use this weapon.
Casting SwordPrimaryStrengthMeleed10+4 magTwo-HandedVersatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.
Enchanted ShillelaghPrimaryStrengthMeleed8+3 magOne-HandedProtective: +1 to your Armor Score
Devouring DaggerPrimaryFinesseMeleed8+4 magOne-HandedScary: On a successful attack, the target must mark a Stress.
Displacement RazorPrimaryFinesseMeleed8+3 magTwo-HandedOmnipresent: You can make attacks against targets within Very Far range, but must do so with disadvantage.
Hammer of ExotaPrimaryInstinctMeleed8+6 magTwo-HandedEruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.
Spellbound BanglesPrimaryKnowledgeMeleed10+6 magTwo-Handed—
Fury GemPrimaryInstinctClosed8+3 magOne-HandedBurning: When you roll the maximum result on a damage die, the target must mark a Stress.
Enchanted LutePrimaryPresenceClosed8+3 magTwo-HandedInvigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
Splintershaft BowPrimaryAgilityFard6+6 magTwo-HandedVolleyed: Spend a Hope to target a group of creatures within range. Targets you succeed against take half damage.
Yutari BloodbowPrimaryFinesseFard6+4 magTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Elder BowPrimaryInstinctFard6+4 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Scepter of EliasPrimaryPresenceFard6+3 magOne-HandedInvigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
Wand of EnthrallmentPrimaryPresenceFard6+4 magOne-HandedPersuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.
Keeper's StaffPrimaryKnowledgeFard6+4 magTwo-HandedReliable: +1 to attack rolls
Improved HatchetSecondaryAgilityMeleed8+2 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
Improved ShortswordSecondaryAgilityMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved Offhand Brass KnucklesSecondaryStrengthMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved Round ShieldSecondaryStrengthMeleed4+2 phyOne-HandedProtective: +2 to Armor Score
Improved Tower ShieldSecondaryStrengthMeleed6+2 phyOne-HandedBarrier: +3 to Armor Score; -1 to Evasion
Improved Small DaggerSecondaryFinesseMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved Throwing KnivesSecondaryFinesseMeleed8+2 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don't have to retrieve it, as you always have another on hand.
Improved Fighting CloakSecondaryPresenceMeleed4+2 phyOne-HandedPadded: +3 to damage thresholds
Improved Rune ShieldSecondaryKnowledgeMeleed4+2 magOne-HandedProtective: +2 to Armor Score
Improved Focus RunesSecondaryInstinctVery Closed6+2 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
Improved WhipSecondaryPresenceVery Closed6+2 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Improved GrapplerSecondaryFinesseClosed6+2 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Improved Hand CrossbowSecondaryFinesseFard6+3 phyOne-Handed—
Collapsible BatonSecondaryStrengthMeleed8 phyOne-HandedNonlethal: When a target would mark any number of Hit Points from an attack with this weapon, they mark an equal number of Stress instead.
Spiked ShieldSecondaryStrengthMeleed6+2 phyOne-HandedDouble Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
Parrying DaggerSecondaryFinesseMeleed6+2 phyOne-HandedParry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled.
Eldritch VambraceSecondaryInstinctMeleed8 magOne-HandedDeflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack.
Segmented StaffSecondaryAgilityVery Closed6+4 phyOne-HandedDouble Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
Razor WireSecondaryFinesseVery Closed6+3 phyOne-HandedEntangling: On a successful attack with your primary weapon against a target within Very Close range, you can spend a Hope to make the target temporarily Vulnerable.
Returning AxeSecondaryAgilityClosed6+4 phyOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Tier 3

WeaponSlotTraitRangeDamageBurdenFeature
Advanced BroadswordPrimaryAgilityMeleed8+6 phyOne-HandedReliable: +1 to attack rolls
Advanced KatanaPrimaryAgilityMeleed10+9 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced LongswordPrimaryAgilityMeleed10+9 phyTwo-Handed—
Advanced BattleaxePrimaryStrengthMeleed10+9 phyTwo-Handed—
Advanced Brass KnucklesPrimaryStrengthMeleed8+7 phyOne-Handed—
Advanced GreatswordPrimaryStrengthMeleed10+9 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Advanced MacePrimaryStrengthMeleed8+7 phyOne-Handed—
Advanced WarhammerPrimaryStrengthMeleed12+9 phyTwo-HandedHeavy: -1 to Evasion
Advanced DaggerPrimaryFinesseMeleed8+7 phyOne-Handed—
Advanced QuarterstaffPrimaryInstinctMeleed10+9 phyTwo-Handed—
Advanced CutlassPrimaryPresenceMeleed8+7 phyOne-Handed—
Advanced RapierPrimaryPresenceMeleed8+6 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced ScimitarPrimaryPresenceMeleed8+7 phyOne-Handed—
Advanced Twisted DaggerPrimaryKnowledgeMeleed8+6 phyOne-HandedPiercing: Damage dealt with this weapon treats the target's Major threshold as having a -2 penalty.
Advanced HalberdPrimaryStrengthVery Closed10+8 phyTwo-HandedCumbersome: -1 to Finesse
Advanced SpearPrimaryFinesseVery Closed8+9 phyTwo-Handed—
Advanced WhipswordPrimaryFinesseVery Closed8+6 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10+6.
Advanced Rope DartPrimaryInstinctClosed6+7 phyTwo-Handed—
Advanced ShortbowPrimaryAgilityFard6+9 phyTwo-Handed—
Advanced CrossbowPrimaryFinesseFard6+7 phyOne-Handed—
Advanced LongbowPrimaryAgilityVery Fard8+9 phyTwo-HandedCumbersome: -1 to Finesse
Flickerfly BladePrimaryAgilityMeleed8+5 phyOne-HandedSharpwing: Gain a bonus to your damage rolls equal to your Agility.
Blitz HammerPrimaryStrengthMeleed10+7 phyTwo-HandedAccelerator: Once per scene, mark a Stress to move to Far range then make an attack. Gain a +1 bonus to your Proficiency on this attack.
BraveswordPrimaryStrengthMeleed12+7 phyTwo-HandedBrave: -1 to Evasion; +3 to Severe damage threshold
Hammer of WrathPrimaryStrengthMeleed10+7 phyTwo-HandedDevastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Labrys AxePrimaryStrengthMeleed10+7 phyTwo-HandedProtective: +1 to Armor Score
Platinum EstocPrimaryFinesseMeleed8+7 phyOne-HandedPiercing: Damage dealt with this weapon treats the target's Major threshold as having a -2 penalty.
Meridian CutlassPrimaryPresenceMeleed10+5 phyOne-HandedDueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them.
Retractable SaberPrimaryPresenceMeleed10+7 phyOne-HandedRetractable: The blade can be hidden in the hilt to avoid detection.
Double FlailPrimaryAgilityVery Closed10+8 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Soldier's PikePrimaryAgilityVery Closed10+5 phyTwo-HandedBraced: When an adversary within this weapon's range deals damage to you, you can mark 2 Stress to force them to mark a Hit Point.
Chained ScythePrimaryInstinctVery Closed10+5 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Singing SwordPrimaryPresenceVery Closed8+5 phyOne-HandedBolstering: When you critically succeed on an attack, all PCs within Close range gain a Hope.
Talon BladesPrimaryFinesseClosed10+7 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Bladed StarPrimaryKnowledgeClosed8+7 phyOne-HandedRebounding: When you throw this weapon, it returns to your hand. On a failed attack, you can reroll your attack with disadvantage.
Black Powder RevolverPrimaryFinesseFard6+8 phyOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Spiked BowPrimaryAgilityVery Fard6+7 phyTwo-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d10+5.
Advanced Arcane GauntletsPrimaryStrengthMeleed10+9 magTwo-Handed—
Advanced BrightswordPrimaryStrengthMeleed10+9 magTwo-Handed—
Advanced Hallowed AxePrimaryStrengthMeleed8+7 magOne-Handed—
Advanced ShadowbladePrimaryPresenceMeleed8+6 phyOne-HandedOtherworldly: On a successful attack, you can deal physical or magic damage.
Advanced Glowing RingsPrimaryAgilityVery Closed10+8 magTwo-Handed—
Advanced Hand RunesPrimaryInstinctVery Closed10+6 magOne-Handed—
Advanced Enchanted ChakramPrimaryFinesseClosed6+7 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
Advanced Returning BladePrimaryFinesseClosed8+6 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Advanced Casting DaggerPrimaryInstinctClosed6+6 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8+6.
Advanced ShortstaffPrimaryInstinctClosed8+7 magOne-Handed—
Advanced DualstaffPrimaryInstinctFard6+9 magTwo-Handed—
Advanced ScepterPrimaryPresenceFard6+6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+4.
Advanced Runelock PistolPrimaryKnowledgeFard6+9 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Advanced WandPrimaryKnowledgeFard6+7 magOne-Handed—
Advanced Arcane RiflePrimaryAgilityVery Fard10+9 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
Advanced GreatstaffPrimaryKnowledgeVery Fard6+6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Rocket MaulPrimaryStrengthMeleed10+7 magTwo-HandedConcussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Crystal SpearPrimaryFinesseVery Closed10+6 magOne-HandedPiercing: Damage dealt with this weapon treats the target's Major threshold as having a -2 penalty.
Arc WandPrimaryPresenceClosed8+6 magOne-HandedBouncing: Mark any number of Stress to target that many additional creatures in range of the attack.
Rime ScepterPrimaryKnowledgeClosed8+6 magOne-HandedFreezing: When an attack from this weapon causes a target to mark 2 or more HP, they become temporarily _Restrained.
GunbladePrimaryAgilityFard6+6 magOne-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d8+6 phy.
Staff of AugmaPrimaryInstinctFard6+7 magOne-HandedCatalytic: On a successful attack, you can mark a Stress to give an ally within Close range a +3 bonus to their next attack roll.
Advanced HatchetSecondaryAgilityMeleed8+4 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
Advanced ShortswordSecondaryAgilityMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced Offhand Brass KnucklesSecondaryStrengthMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced Round ShieldSecondaryStrengthMeleed4+4 phyOne-HandedProtective: +3 to Armor Score
Advanced Tower ShieldSecondaryStrengthMeleed6+4 phyOne-HandedBarrier: +4 to Armor Score; -1 to Evasion
Advanced Small DaggerSecondaryFinesseMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced Throwing KnivesSecondaryFinesseMeleed8+4 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don't have to retrieve it, as you always have another on hand.
Advanced Fighting CloakSecondaryPresenceMeleed4+4 phyOne-HandedPadded: +4 to damage thresholds
Advanced Rune ShieldSecondaryKnowledgeMeleed4+4 magOne-HandedProtective: +3 to Armor Score
Advanced Focus RunesSecondaryInstinctVery Closed6+4 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
Advanced WhipSecondaryPresenceVery Closed6+4 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Advanced GrapplerSecondaryFinesseClosed6+4 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Advanced Hand CrossbowSecondaryFinesseFard6+5 phyOne-Handed—
BucklerSecondaryAgilityMeleed4+4 phyOne-HandedDeflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Score against the attack.
Tinker's HammerSecondaryStrengthMeleed8+4 phyOne-HandedTrusty: +1 to attack rolls made with your primary weapon
Vorpal ShardSecondaryKnowledgeMeleed4 magOne-HandedTargeted: When you fail a weapon attack, you can spend a Hope to succeed on your next weapon attack.
Soul ChainSecondaryPresenceVery Closed6+5 magOne-HandedDraining: On a successful attack, you can spend a Hope to force the target to mark a Stress. If they do, you clear a Stress.
Powered GauntletSecondaryKnowledgeClosed6+4 phyOne-HandedCharged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack.
War DartSecondaryAgilityFard6+5 phyOne-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d8+5.
Hand SlingSecondaryFinesseVery Fard6+4 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.

Tier 4

WeaponSlotTraitRangeDamageBurdenFeature
Legendary BroadswordPrimaryAgilityMeleed8+9 phyOne-HandedReliable: +1 to attack rolls
Legendary KatanaPrimaryAgilityMeleed10+12 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary LongswordPrimaryAgilityMeleed10+12 phyTwo-Handed—
Legendary BattleaxePrimaryStrengthMeleed10+12 phyTwo-Handed—
Legendary Brass KnucklesPrimaryStrengthMeleed8+10 phyOne-Handed—
Legendary GreatswordPrimaryStrengthMeleed10+12 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Legendary MacePrimaryStrengthMeleed8+10 phyOne-Handed—
Legendary WarhammerPrimaryStrengthMeleed12+12 phyTwo-HandedHeavy: -1 to Evasion
Legendary DaggerPrimaryFinesseMeleed8+10 phyOne-Handed—
Legendary QuarterstaffPrimaryInstinctMeleed10+12 phyTwo-Handed—
Legendary CutlassPrimaryPresenceMeleed8+10 phyOne-Handed—
Legendary RapierPrimaryPresenceMeleed8+9 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary ScimitarPrimaryPresenceMeleed8+10 phyOne-Handed—
Legendary Twisted DaggerPrimaryKnowledgeMeleed8+9 phyOne-HandedPiercing: Damage dealt with this weapon treats the target's Major threshold as having a -2 penalty.
Legendary HalberdPrimaryStrengthVery Closed10+11 phyTwo-HandedCumbersome: -1 to Finesse
Legendary SpearPrimaryFinesseVery Closed8+12 phyTwo-Handed—
Legendary WhipswordPrimaryFinesseVery Closed8+9 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10+9.
Legendary Rope DartPrimaryInstinctClosed6+10 phyTwo-Handed—
Legendary ShortbowPrimaryAgilityFard6+12 phyTwo-Handed—
Legendary CrossbowPrimaryFinesseFard6+10 phyOne-Handed—
Legendary LongbowPrimaryAgilityVery Fard8+12 phyTwo-HandedCumbersome: -1 to Finesse
Dual-Ended SwordPrimaryAgilityMeleed10+9 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Impact GauntletPrimaryStrengthMeleed10+11 phyOne-HandedConcussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Sledge AxePrimaryStrengthMeleed12+13 phyTwo-HandedDestructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Curved DaggerPrimaryFinesseMeleed8+9 phyOne-HandedSerrated: When you roll a 1 on a damage die, it deals 8 damage instead.
Severed Dragon ClawPrimaryInstinctMeleed10+11 phyOne-HandedDestructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Infinite StaffPrimaryPresenceMeleed10+9 phyTwo-HandedExtending: You can increase the range of this weapon up to Very Far. You gain a -1 penalty to attack rolls for each step you increase the range by (such as Melee to Very Close, Very Close to Close, or Close to Far).
Bec de CorbinPrimaryAgilityVery Closed10+9 phyTwo-HandedDevastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Extended PolearmPrimaryFinesseVery Closed8+10 phyTwo-HandedLong: This weapon's attack targets all adversaries in a line within range.
Swinging RopebladePrimaryPresenceClosed8+9 phyTwo-HandedGrappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you.
Black Powder SerpentinePrimaryStrengthFard8+12 phyTwo-HandedIncendiary: -1 to Agility; on a successful attack, all creatures within Very Close range of the target must mark a Hit Point.
Ricochet AxesPrimaryAgilityFard6+11 phyTwo-HandedBouncing: Mark 1 or more Stress to hit that many targets in range of the attack.
Aantari BowPrimaryFinesseFard6+11 phyTwo-HandedReliable: +1 to attack rolls
Clockwork CrossbowPrimaryFinesseFard6+11 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
ArquebusPrimaryKnowledgeFard8+10 phyTwo-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Hand CannonPrimaryFinesseVery Fard6+12 phyOne-HandedReloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again.
Legendary Arcane GauntletsPrimaryStrengthMeleed10+12 magTwo-Handed—
Legendary BrightswordPrimaryStrengthMeleed10+12 magTwo-Handed—
Legendary Hallowed AxePrimaryStrengthMeleed8+10 magOne-Handed—
Legendary ShadowbladePrimaryPresenceMeleed8+9 phyOne-HandedOtherworldly: On a successful attack, you can deal physical or magic damage.
Legendary Glowing RingsPrimaryAgilityVery Closed10+11 magTwo-Handed—
Legendary Hand RunesPrimaryInstinctVery Closed10+9 magOne-Handed—
Legendary Enchanted ChakramPrimaryFinesseClosed6+10 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
Legendary Returning BladePrimaryFinesseClosed8+9 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Legendary Casting DaggerPrimaryInstinctClosed6+9 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8+9.
Legendary ShortstaffPrimaryInstinctClosed8+10 magOne-Handed—
Legendary DualstaffPrimaryInstinctFard8+12 magTwo-Handed—
Legendary ScepterPrimaryPresenceFard6+9 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.
Legendary Runelock PistolPrimaryKnowledgeFard6+12 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Legendary WandPrimaryKnowledgeFard6+10 magOne-Handed—
Legendary Arcane RiflePrimaryAgilityVery Fard10+12 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
Legendary GreatstaffPrimaryKnowledgeVery Fard6+9 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Starmetal BladePrimaryAgilityMeleed8+10 magOne-HandedSerrated: When you roll a 1 on a damage die, it deals 8 damage instead.
Sword of Light & FlamePrimaryStrengthMeleed10+11 magTwo-HandedHot: This weapon cuts through solid material.
Adder's FangPrimaryFinesseMeleed8+9 magOne-HandedVenomous: When you deal Major or greater damage with this weapon, the target becomes temporarily Vulnerable.
Demon's EdgePrimaryPresenceMeleed8+10 magOne-HandedDisturbing: When you defeat a creature with this weapon, all adversaries within Close range must mark a Stress.
Siphoning GauntletsPrimaryPresenceMeleed10+9 magTwo-HandedLifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.
Midas ScythePrimaryKnowledgeMeleed10+9 magTwo-HandedGreedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll.
Storm God's GreataxePrimaryStrengthVery Closed10+9 magTwo-HandedBouncing: Mark any number of Stress to target that many additional creatures in range of the attack.
Ethereal ZweihänderPrimaryInstinctVery Closed10+9 magTwo-HandedEthereal: You must mark a Stress to conjure this weapon. It lasts until the end of the scene.
Floating BladeshardsPrimaryInstinctClosed8+9 magOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
BloodstaffPrimaryInstinctFard20+7 magTwo-HandedPainful: Each time you make a successful attack, you must mark a Stress.
ThistlebowPrimaryInstinctFard6+13 magTwo-HandedReliable: +1 to attack rolls
Gravity ArbalestPrimaryKnowledgeFard8+6 magTwo-HandedMagnetic: When you make an attack with this weapon, you can spend a Hope to force all adversaries within Very Close range of the target to make a Reaction Roll (16). Creatures who fail must mark a Stress and are pulled into Melee range of the target.
Wand of EssekPrimaryKnowledgeFard8+13 magOne-HandedTimebending: You can choose the target of your attack after making your attack roll.
Magus RevolverPrimaryFinesseVery Fard6+13 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Fusion GlovesPrimaryKnowledgeVery Fard6+9 magTwo-HandedBonded: Gain a bonus to your damage rolls equal to your level.
Legendary HatchetSecondaryAgilityMeleed8+6 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
Legendary ShortswordSecondaryAgilityMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary Offhand Brass KnucklesSecondaryStrengthMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary Round ShieldSecondaryStrengthMeleed4+6 phyOne-HandedProtective: +4 to Armor Score
Legendary Tower ShieldSecondaryStrengthMeleed6+6 phyOne-HandedBarrier: +5 to Armor Score; -1 to Evasion.
Legendary Small DaggerSecondaryFinesseMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary Throwing KnivesSecondaryFinesseMeleed8+6 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don't have to retrieve it, as you always have another on hand.
Legendary Fighting CloakSecondaryPresenceMeleed4+6 phyOne-HandedPadded: +5 to damage thresholds
Legendary Rune ShieldSecondaryKnowledgeMeleed4+6 magOne-HandedProtective: +4 to Armor Score
Legendary Focus RunesSecondaryInstinctVery Closed6+6 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
Legendary WhipSecondaryPresenceVery Closed6+6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Legendary GrapplerSecondaryFinesseClosed6+6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Legendary Hand CrossbowSecondaryFinesseFard6+7 phyOne-Handed—
BraveshieldSecondaryAgilityMeleed4+6 phyOne-HandedSheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
Knuckle ClawsSecondaryStrengthMeleed6+8 phyOne-HandedDoubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.
Void NeedleSecondaryFinesseMeleed4+6 phyOne-HandedInverted: When you roll a weapon attack with Fear, you gain a Hope.
Echo BladeSecondaryPresenceMeleed4+6 magOne-HandedDoubled Up: When you succeed on an attack with your primary weapon, you can deal damage to another target within Melee range.
Möbius OrbSecondaryKnowledgeMeleed8+6 magOne-HandedRecursive: When you roll the maximum value on a damage die, roll an additional damage die and add the result to the total damage. This feature can trigger repeatedly.
Primer ShardSecondaryInstinctVery Closed4 phyOne-HandedLocked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.
Blackblood TendrilSecondaryInstinctClosed6+8 magOne-HandedPoisonous: When a target marks any number of Hit Points from an attack you rolled with Fear, they mark an equal number of Stress.
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