Armours and Shields
Donning armour, or removing it without cutting straps, takes several minutes (longer for complex armours such as scale or plate) and must be done outside of combat.
You can choose to wear armour that you are not proficient with, but doing so will make you clumsy and uncoordinated. You suffer a -2 penalty to attack rolls and to your Reflex defence when wearing armour in which you are not proficient.
If you are carrying a shield with which you are not proficient, you do not gain the shield bonus to AC or Reflex defence. You may still be able to benefit from any magical qualities the shield has however.
Armour Bonus: Armour provides this bonus to AC.
Shield Bonus: Shields provide this bonus to AC and Reflex.
Minimum Enhancement Bonus: Masterwork armour requires a minimum enhancement bonus, as shown in the entry.
Check: You take this penalty to all Strength-, Dexterity-, and Constitution-based skill checks when you wear the armour. You don’t take the penalty to ability checks (such as a Strength check to break down a door or a Dexterity check to initiative in combat).
Speed: You take this penalty to your speed (in squares) when wearing the armour.
Price: The item’s cost in gold pieces. This is the price for a nonmagical piece of armour or a shield. Magical items always cost the price associated with an item of that level, regardless of the type of armour or the type of masterwork armour. A magic suit of leather armour +4 can be regular leather, deepshadow armour, feyleather armour, or snakeskin armour, all of which would have the same price (45,000 gp).
Property: Some masterwork armours have special properties. Bonuses to defences from masterwork armour properties are armour bonuses.

Cloth Armour (Light) Armour Bonus Min Enhacement Bonus Check Speed Weight Property or Price
Cloth Armour (basic clothes +0 - - - 4 lbs 1gp
Thoughtweave Armour +0 +3 - - 2 lbs +1 Will
Feyweave Armour +1 +4 - - 5 lbs -
Mindweave Armour +0 +4 - - 2 lbs +2 Will
Efreetweave Armour +1 +5 - - 2 lbs +1 Will
Mindpatterned Armour +1 +6 - - 2 lbs +2 Will
Starweave Armour +2 +6 - - 3 lbs -

Normal cloth ‘armour’ can be robes, vests, mantles, jackets, tunics, or almost any other sort of clothing. They provide protection from the elements, and can be fashionable or preserve modesty. They do little to protect from attacks however.
Thoughtweave armour was developed by the xeph. They incorporate special psionically-attuned crystals grown in the xeph rift into the weave. They strengthen the mind of the wearer, protecting from mental attacks.
Feyweave armour is woven using ancient high elven techniques. These techniques provide a small, but useful amount of protection from physical attacks.
Mindweave armour is loosely based on the armour commonly worn by mind-flayers. Powerful psionic crystals provide exceptional protection from mental attacks.
Efreetweave armour is forged from rare reagents and mettalic threads from the Elemental Chaos. The threads sometimes deflect mental attacks, but also offer superior physical protection.
Mindpatterned armour is created using the actual techniques developed by mind-flayers. Although somewhat common among mind-flayers, very few on the surface know the technique required to fashion such powerful armour. They offer great mental and physical protection.
Starweave armour is fashioned after patterns created in the divine dominions of the Astral Sea. Unquestionably, it offers the best physical protection of any cloth armour.

Leather Armour (Light) Armour Bonus Min Enhacement Bonus Check Speed Weight Property or Price
Leather Armour +2 - - - 15 lbs 25gp
Deepshadow Armour +2 +3 - - 10 lbs +1 Reflex
Feyleather Armour +3 +4 - - 15 lbs -
Snakeskin Armour +2 +4 - - 10 lbs +2 Reflex
Anathema Armour +3 +5 - - 10 lbs +1 Reflex
Swordwing Armour +3 +6 - - 10 lbs +2 Reflex
Starleather Armour +4 +6 - - 15 lbs -

Normal leather armour is sturdier than cloth armour. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides only minor protection.
Deepshadow armour is woven by the deepshadow elves using techniques millennia old. These techniques provide maximum flexibility, allowing the wearer to move with extreme grace.
Feyleather armour is made using special curing techniques developed by wood elves. These old techniques make the armour slightly heavier and sturdier, but without reducing mobility.
Snakeskin armour was originally created by yaun-ti, and the techniques have been passed to other races by the serpentes. These banded ‘scales’ of leather are so perfectly fitted and magically attuned, that they grant the wearer exceptional grace.
Anathema armour combines the yuan-ti techniques with powerful shadow magic. They provide more protection than snakeskin, while still retaining some of the flexibility.
Swordwing armour mimics the way swordwings make their paper spires, creating a light, flexible, and hard leather. Second only to starleather in raw protective powers, it offers unappalled flexibility and grace of movement.
Starleather is infused with the raw spiritual energy of the Astral Sea, making it light and strong. When it comes to protecting from physical attacks, it is as good as leather gets.

Hide Armour (Light) Armour Bonus Min Enhacement Bonus Check Speed Weight Property or Price
Hide Armour +3 - - - 25 lbs 30gp
Earthhide Armour +3 +3 - - 25 lbs +1 Fortitude
Darkhide Armour +4 +4 - - 25 lbs -
Feyhide Armour +3 +4 - - 25 lbs +2 Fortitude
Stalkerhide Armour +4 +5 - - 25 lbs +1 Fortitude
Voidhide Armour +4 +6 - - 25 lbs +2 Fortitude
Elderhide Armour +5 +6 - - 25 lbs -

Normal hide armour is fashioned from the tough hide of almost any type of creature, such as bear, elephant, or even a dragon. Hide armour tends to bind and can hinder precision, although it is not restrictive enough to slow its wearers movement speed.
Earthhide armour is made using ancient hill dwarf methods that mimic the living earth hide of creatures such as ghaleb duhr. Although dwarves rarely use leather armour themselves, other races commission such armour fairly regularly. Earthhide armour strengthens the body, helping to ward off hostile magic and toxins.
Darkhide armour is created from powerful beasts of the Shadowfell and cured in fire. Such methods improve the protection offered by the hide.
Feyhide armour is created by using techniques developed by elven hunters who venture deep into the Feywild. This armour provides exceptional hardiness, but is no better at resisting attacks than regular hide.
Stalkerhide armour is fashioned from the hide of the Astral Stalker. Although none would argue with the combination of hardiness and increased physical protection is useful, many feel that harvesting the ingredients is exceptionally dangerous.
Voidhide armour is made from death incarnate, the thick hide of the sorrowsworn. It offers better protection than regular hides, and also protects the body from mortal ailments.
Elderhide armour is made by scouring the hide of some sufficiently powerful beast with raw elemental force. No light armour offers the same degree of protection.

Chain Armour (Heavy) Armour Bonus Min Enhacement Bonus Check Speed Weight Property or Price
Chainmail +6 - -1 -1 40 lbs 40gp
Eladrinmail +7 +2 -1 -1 40 lbs -
Elven Chainmail +8 +3 -1 -1 35 lbs -
Forgemail +9 +4 -1 -1 45 lbs -
Crysteel Armour +8 +4 -1 -1 40 lbs +2 Will
Weavemail +10 +5 -1 -1 40 lbs +1 Will
Pitmail Armour +11 +6 -1 -1 40 lbs +2 Will
Spiritmail +12 +6 -1 -1 40 lbs -

Normal chainmail is made from metal rings woven into a shirt, leggings, and a hood. Although chainmail offers good protection, its weight shifts at awkward moments, hindering its wearer. It also significantly limits the length of its wearer’s stride. Chainmail is also not for the weak, only someone in good physical condition can walk in chainmail for more than a few minutes without working up a sweat.
Eladrinmail is an improved form of chainmail that is created using magically tempered steel. It provides better protection and weighs no more than regular chainmail.
Elven chainmail is exceptional chainmail made from mithral. It is superior to even eladrinmail and is slightly lighter.
Forgemail armour is made with the superior metallurgy techniques of the dwarves. Although is heavy, the craftsmanship makes it no more restrictive. More importantly, the harder metals used in the creation make for superior armour.
Crysteel armour is formed of the strange crystalline metal, crysteel. This provides slightly improved physical protection and focuses the willpower of the wearer while channelling away hostile mental effects.
Weavemail armour is created for the highest ranking high elven nobles. It is vastly superior to eladrinmail, and is enchanted to resist magical attacks on the mind.
Pitmail armour is created using infernal techniques. Originally only obtainable from the forces of hell, tiefling smiths have recently perfected the technique as well. No matter the origin, it provides both significant physical and mental protection.
Spiritmail armour is made with techniques from the divine dominions of the Astral Sea. This chainmail is often worn by the armies of the gods, as no chainmail provides better protection.

Scale Armour (Heavy) Armour Bonus Min Enhacement Bonus Check Speed Weight Property or Price
Scale Armour +7 - - -1 45 lbs 45 gp
Drakescale Armour +8 +2 - -1 45 lbs -
Wyvernscale Armour +9 +3 - -1 45 lbs -
Wyrmscale Armour +10 +4 - -1 45 lbs -
Stormscale Armour +9 +4 - -1 45 lbs +2 Fortitude
Nagascale Armour +11 +5 - -1 45 lbs +1 Fortitude
Titanscale Armour +12 +6 - -1 45 lbs +2 Fortitude
Elderscale Armour +13 +6 - -1 45 lbs -

Normal scale armour is made of overlapping scales of highly durable material, often steel. Despite being heavy, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing flexibility and agility.
Drakescale armour imitates the small plates of drakes and other smaller drakes. It proves to be a small, but significant improvement over normal scale.
Wyvernscale armour is based off the scales of larger dragon-kin such as wyverns. Although harder to produce than drakescale, wyrmscale offers enough of an improvement to be worth the effort.
Wyrmscale armour uses techniques recently developed by the dragonborn. These techniques results in a strength approaching that of overlapping dragon scales.
Stormscale armour is energized with potent energies. These harden the material, but also significantly energize the body of the wearer.
Nagascale armour was developed long ago by naga warrior-mages. This magically hardened steel offers significant physical protection, and somewhat increases the hardiness of the wearer.
Titanscale armour is a legacy of the dwarves slavery by giants. Some of those dwarves who escaped from slavery had worked in the forges of the titan master smiths. Although it took several centuries to recreate the techniques required to forge titanscale, it offers exceptional protection and the hardiness of the giants themselves.
Elderscale armour is vastly improved wyrmscale. The results of scouring the metal plates with potent elemental forces, is the best scale armour known to mortals.

Plate Armour (Heavy) Armour Bonus Min Enhacement Bonus Check Speed Weight Property or Price
Plate Armour +8 - -2 -1 50 lbs 50 gp
Layered Plate Armour +8 +2 -2 -1 50 lbs -
Rimefire Plate Armour +8 +2 -2 -1 50 lbs Resist 1 all
Maenad Plate Armour +10 +3 -2 -1 50 lbs -
Warplate Armour +11 +4 -2 -1 50 lbs -
Specter Plate Armour +10 +4 -2 -1 50 lbs Resist 2 all
Legion Plate Armour +12 +5 -2 -1 50 lbs -
Tarrasque Plate Armour +12 +6 -2 -1 50 lbs Resist 5 all
Godplate Armour +14 +6 -2 -1 50 lbs -

Normal plate armour is the heaviest type of armour, made up of shaped metal plates. The cost for its superior protection is mobility and agility.
Layered plate armour was developed by clever human smith. Instead of using one thick plate, it combines several thin layers instead. The overall effect is a modest increase in the protection offered.
Rimefire plate armour is created by bathing steel in elemental frost and fire to increase its hardness. Not only does it offer the same protection that plate mail does, but it slightly reduces damage from all sources, even magical attacks. It is particularly effective against smaller weapons such as daggers or arrows and against weaker magical attacks, but the effect is less noticeable against a greatsword or the breath of a dragon.
Maenad plate armour is created using psionic molecular manipulation to increase the hardness of the steel without increasing its weight. Although it can be hard to find, the extra protection it offers is worth the effort.
Warplate armour is the result of thousands of years of study of godplate by dwarven smiths. Although they were completely unable to recreate godplate, warplate is an excellent armour, offering exceptional protection for those without access to the armouries of the gods.
Specter plate armour is created by infusing energies from the shadowfell. It absorbs a modest portion of damage from any source, and also offers almost as much protection as warplate.
Legion plate armour duplicates the forging process used in the Nine Hells to armour legion devils. Although some find the idea of using a process developed by diabolical smiths, it offers a slight improvement over warplate, which is enough to silence most critics.
Tarrasque plate armour is, according to legend, made by imitating the protective properties of the hide of the mythical Tarrasque. Whatever the truth of this rare armour, it offers protection second only to godplate, but also significantly reduces damage from all sources. The debate on which is superior, godplate or tarrasque plate, has been going on for thousands of years, and will not be ending anytime soon.
Godplate armour is made by smiths in the divine realms of the Astral Sea. It offers awesome protection, of a degree unknown to mortal smiths.

Shields Shield Bonus Check Price Weight
Light Shield +1 - 5 gp 6 lbs
Heavy Shield +2 -2 10 gp 15 lbs

Light shields are strapped to the arm and are also held in the hand. However, they are light enough that they do not need to be constantly gripped, allowing the wielder to pick up items, open door, and climb without putting the shield away. You cannot attack with a weapon held in your shield hand.
Although heavy shields are partially strapped to the arm, they are primarily supported by the shield hand. They are large enough to offer much better protection than light shields, but the shield hand cannot be used for any other task while a heavy shield is in place.


Weapon: The weapon’s name.
Prof: Proficiency with a weapon gives you a proficiency bonus to attack rolls, which appears in this column if applicable. Some weapons are more accurate that others, as reflected by the difference in proficiency bonuses. If you’re not proficient with the weapon you don’t gain this bonus.
Damage: The weapon’s damage die. When a power deals a number of weapon damage dice (such as 4[W]), you roll the number of the dice indicated by this entry. If the weapon’s damage die is an expression of multiple dice, roll that number of dice the indicated number of times. For example a falchion (damage 2d4) deals 8d4 damage when used with a power that deals 4 [W] on a hit.
Range: Weapons that can strike at a distance have range. The number before the slash is the normal range (in squares) for the attack. The number after the slash indicates the long range for the attack; an attack at long range takes a -2 penalty to the attack roll. Squares beyond the second number are considered out of range and can’t be targeted with this weapon. If a melee weapon has a range entry, it can be thrown and belongs to either the heavy thrown or light thrown category. An entry of “-” indicates that the weapon can’t be used at range.
Price: The weapon’s cost in gold pieces. An entry of “-” indicates the item has no cost.
Weight: The weapon’s weight in pounds.
Group: The group or groups the weapon belongs to. Weapons of the same group have some similar characteristics, and some powers, feats, or effects behave differently depending on the weapon used. Weapon groups are described in more details below.
Properties: Special characteristics of a weapon, such as being able to be thrown, usable as an off-hand weapon, or the ability to attack a foe at reach. Weapon properties are described in detail below.

Superior One-Handed Ranged Weapons

Weapon Prof Damage Range Price Weight Group Properties
Bola +3 1d4 4/8 5 gp 2 lbs flail light thrown
Boomerang +2 1d4 10/20 5 gp 1 lb light blade light thrown
Boomerang, battle +2 1d6 6/12 10 gp light blade light thrown
Dart +2 1d6 5/10 100 gp 2 lbs firebrand brutal 1, high crit, load minor
Shuriken (5) +3 1d4 6/12 1 gp 1/2 lb light blade light thrown
Wasp +2 1d8 10/20 75 gp 5 lbs firebrand brutal 2, high crit, load minor

Superior Two-Handed Ranged Weapons

Weapon Prof Damage Range Price Weight Group Properties
Blowgun +2 1d4 5/10 5 gp 2 lbs - load minor
Greatbow +2 1d12 25/50 5 gp 5 lbs bow load free
Lion +2 1d12 10/20 200 gp firebrand brutal 3, high crit, load minor
Superior Crossbow +3 1d10 20/40 25 gp 6 lbs crossbow load minor

Weapon Groups
Weapon groups are families of weapons that share certain properties. They’re wielded similarly and are equally suited to certain kinds of attacks. In game terms, some powers and feats work only when you’re attacking with a weapon in a specific group.
If a weapon falls into more than one group, you can use it with powers that require a weapon from any of its groups.
Axe: Axes are weapons that have bladed, heavy heads and deal vicious cuts. An axe’s weight makes it fine for delivering crushing blows.
Blowgun: This long tubular weapon is used, by blowing on one end, to launch darts and other agents.
Bow: A bow is a shaft of strong, supple material with a string stretched between its two ends. It’s a projectile weapon that you use to fire arrows. Bows take training to use efficiently, and they can be extremely deadly in expert hands.
Crossbow: Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because they require little training to master, yet the heavy pull of the metal gives them substantial power.
Firebrands: These complex mechanisms use chemical explosives to fire metal (usually lead) projectiles. They are very rare, expensive, and few know how to use them properly. They are also take some time to load, limiting their effectiveness. With the right training and preparation, they can be deadly.
Flail: Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon (often a weight of some sort).
Hammer: A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.
Heavy Blade: Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.
Light Blade: Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defences are the strong points of these weapons.
Mace: Much like hammers, maces are blunt weapons that have a heavier head than handle, but they’re more balanced than hammers. They’re useful for delivering crushing blows.
Pick: Weighted toward the top like a mace or axe, a pick has a long, pointed head made to pierce and create deep wounds.
Polearm: Polearms are weapons mounted at the end of long hafts. All polearms also fall into another category of weapon, usually axe, heavy blade, or spear. Polearms are reach weapons.
Sling: Slings are leather straps used to hurl stones or metal pellets. They are projectile weapons.
Spear: Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.
Staff: In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.
Unarmed: When you punch, kick, elbow, knee, or even head butt an opponent, you’re making an unarmed strike. A unarmed strike attack is treated as an improvised weapon. Creatures that have natural weapons such as claws or bite attacks are proficient with those natural weapons.

Brutal: When rolling the weapon’s damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon’s brutal value, and then use the new value.
Dagger: The weapon counts as a dagger for purposes of feats, powers, or class features. For example a rogue using the weapon would gain the benefit of the Rogue Weapon Talent class feature.
Defensive: A defensive weapon grants a +1 bonus to AC while you wield a defensive weapon in one hand and another melee weapon in the other hand. You need not use the defensive weapon to attack, but you must be proficient with it to gain the AC bonus. If a weapon has both the defensive and double properties, you gain the AC bonus automatically if you are proficient with the weapon, since the double weapon counts as wielding two weapons.
Double: Wielding a double weapon is like wielding a weapon in each hand. The first die given for damage is the main end of the weapon, the second is the off-hand end. You can use either end of a double weapon to deliver an attack unless a power specifies main or off-hand weapon attack.
An enchanted double weapon receives an enhancement bonus on both ends, but weapon properties or powers conferred by the enchantment affect only the primary end of the weapon.
Like two-handed weapons, double weapons cannot normally be wielded by Small creatures unless the weapon has the small property. Double weapons cannot be used one-handed, even if the wielder is one or more sizes larger than the weapon is designed for.
Great Reach: With a great reach weapon, you can attack enemies that are 3 squares away from you as well as those 2 squares away or adjacent, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.
Hands: If this weapon is magical, it occupies your magic item hands slot.
Heavy Shield: This weapon is also a heavy shield. You gain the benefits, penalties and restrictions of using a heavy shield while you have this weapon in hand. This weapon can be enchanted as a weapon or a shield, but not both. If it is enchanted as a shield, it occupies your arms slot. If enchanted as a weapon, you still cannot carry another shield, although you can wear another type of arms slot item.
Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.
High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum damage and an extra 1[W] at 1st-10th levels, an extra 2[W] at 11th-20th levels, and an extra 3[W] at 21st-30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.
Light Shield: This weapon is also a light shield. You gain the benefits, penalties and restrictions of using a light shield while you have this weapon in hand. This weapon can be enchanted as a weapon or a shield, but not both. If it is enchanted as a shield, it occupies your arms slot. If enchanted as a weapon, you still cannot carry another shield, although you can wear another type of arms slot item.
Light Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a light thrown weapon uses your Dexterity for the attack and damage rolls. Light thrown weapons tend to deal less damage than heavy thrown weapons, but some powers let you loose several of them at once or in quick succession.
Load: Ranged weapons that loose projectiles, including bow, crossbows, and slings, take some time to load. When a weapon shows “load free” on the table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. “Load minor” means the weapon requires a minor action to reload. If a power allows you to hit multiple targets, the additional load time is accounted for in the power, although you will need to reload after using the power before attacking again.
Magazine: The magazine used by a repeating crossbow holds 10 bolts. As long as there are bolts in the magazine, the repeating crossbow has the “load free” property. Changing the magazine is a standard action (which includes both removing the empty and placing the full one).
Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can’t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.
Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.
Small: This property describes a two-handed weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halfling can’t normally use two-handed weapons.
Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
Small characters can use versatile weapons, but must use them two-handed and do not deal the extra 1 damage when doing so.

Weapon Descriptions
Boomerang: Favoured by lightfoot halflings, these simple curved, polished sticks return to a proficient wielder’s hand automatically after a ranged attack with the weapon is resolved.
Boomerang, Battle: These three-pronged boomerangs were developed by deepshadow elves for hunting small game. It automatically returns to a proficient wielder’s hand after a ranged attack with the weapon is resolved.
Cutting Wheel: A cutting wheel is a bladed disk with a guarded handle at one side. Many wheels feature spikes or barbs to protect the wielder’s hand.
Dart: This small hand-held firebrand is the most sophisticated of the three, as it takes great skill to miniaturize the mechanism required for a firebrand. Their short barrel makes them less accurate at longer ranges however. Its small size and light weight, makes it ideal for a concealed or back-up weapon.
Garrote: This strangling tool is a length of wire or knotted rope with handles at either end. The only attacks that you can make with a garrote are ones that require or allow its use. Also, if you are holding a garrote in both hands, you can use the grab action without a hand free. If the grab hits, the target also takes 1 [W] damage from the garrote.
Lion: The largest of the portable firebrands (roughly five feet in length), the lion certainly packs the most punch. Although it has a barrel sufficiently long to fire accurately at a great distance when mounted to a solid surface (such as a turret in a tower), the recoil significantly reduces its accuracy at longer ranges when held in your hands. One of the most deadly ranged weapons ever created.
Long Knife: This blade is three-quarters the length of a longsword, and ends in an outwardly curving hook. Too slender to be considered a short sword and too big for a dagger, it’s known as a long knife.
Sharrash: This grippli-made weapon, the sharrash features a sicklelike blade at the end of a pole.
Tangat: This grippli-made weapon consists of a curved sword mounted on a short haft. It can be wielded one-handed or two-handed by a Small character. When wielded two-handed by a Small character, it still deals 1 extra damage.
Wasp: The wasp is the most commonly produced firebrand. Its length gives it a good practical range for most situations, and it is more dangerous than a longbow at shorter ranges. Although it is fairly light-weight, it is nearly four feet in length, making it hard to conceal.
Zulaat: This weapon is sometimes used by Damrothi barbarians. It has a glaivelike blade at both ends.


Abria SJPaladin