Chapter 2: Weapons
Fighting mostly takes place between two armed individuals, be they soldiers or mercenaries or brigands or whatever. Wrestling and brawling tends to be something that takes place in a more impromptu manner, usually between drunks when tempers run high. So weapons are central to combat in the Darkrealm. Types of weapon are designed to have advantages in certain situations, no one being preferable to another, and careful choice of weapon or a good selection of them can make a huge difference to the outcome of a fight. Some weapons are better against other weapons, and not so good against yet others.

Weapon Statistics

Weapons provide tool-modifiers to two distinct tests - attacks and damage resistance difficulties. In addition all weapons have a standard material from which they are made, optimal attacks they can make, the nature of the damage they deal, their weight and reach, and the cultures in which they appear.


  • Damage Type is the kind of damage inflicted representing the list of statuses the weapon can inflict on a multi-tier hit.
  • Skill Cap is the maximum Skill value that can be used when using this weapon. Higher quality versions of a weapon can improve this.
  • Damage Threshold or DT is how many points a hit must succeed by to cause a tier of damage.
  • Reach is the optimal distance at which the weapon is designed to fight. Clever use of diverse reach is a great source of Advantage in combat.
  • Range is the maximum distance a ranged weapon can travel (or send a projectile) in increments. The final increment causes 3 dice of disadvantage, the second to last causes 2, the third to last causes one, and the rest are unpenalized.
  • Hard is the Talent objects use to resist damage, including wear and tear in a fight.
  • Technology Code is the minimum level of technological advancement a culture needs to produce the weapon in question.
  • Traits are the special properties of the weapon, used to empower narrative as well as justify advantage/disadvantage.
  • Weight is the weight of an average weapon of this sort in pounds.
Light Weapons
weapon dam type skill cap DT reach hard tech. code trait weight crafting
Crop I 4 5 2 3 1 lbs Beginner/Leather
Dagger W 8 4 1 1 2 lbs Beginner/Metal
Knife W 7 5 1 0 1 lbs Beginner/Metal
Sap I 7 4 1 2 3 lbs Unskilled/Leather
Hand Weapons
weapon dam type skill cap DT reach hard tech. code trait weight crafting
Light Axe W 6 3 3 0 5 lbs
Heavy Short Axe W 4 2 3 1 7 lbs
Heavy Long Axe W 3 3 4 2 9 lbs
Short Club I 6 5 2 0 4 lbs
Club I 4 5 3 0 6 lbs
Heavy Club I 4 3 3 0 11 lbs
Spiked Club W 5 3 3 1 8 lbs
Light Sword W 9 5 4 4 3 lbs
Short Sword W 7 4 3 2 3 lbs
Arming Sword W 8 4 4 2 4 lbs
Heavy Sword W 6 3 4 3 7 lbs
Whip I 5 6 7 2 2 lbs
Heavy Weapons
weapon dam type skill cap DT reach hard tech. code trait weight crafting
Flail I 4 3 4 2 20 lbs
Long Sword W 5 3 4 3 16 lbs
Staff I 5 7 3 0 5 lbs
Two-Handed Axe W 3 2 3 2 15 lbs
weapon dam type skill cap DT reach hard tech. code trait weight crafting
Lance W 6 4 6 2 10 lbs
Pole Axe W 5 3 5 4 14 lbs
Pole Club I 4 5 5 5 15 lbs
Pole Sword W 5 3 6 4 13 lbs
Short Spear W 6 4 6 1 5 lbs
Spear W 5 3 7 1 7 lbs
Long Spear W 5 4 8 2 9 lbs
weapon dam type skill cap DT range hard tech. code trait weight crafting
Short Bow W 8 4 80x4 (320) 1 2 lbs
Self Bow W 7 4 70x5 (350) 1 3 lbs
Long Bow W 6 4 120x5 (600) 3 4 lbs
Crossbow W 5 3 30x4 (120) 5 7 lbs
Heavy Crossbow W 4 3 50x3 (150) 5 18 lbs
Throwing Weapons
weapon dam type skill cap DT range hard tech. code trait weight crafting
Dart W 7 6 (2 + Strong)x3 3 1/2 lbs
Sling I 5 4 (30 + (5 x Strong))x4 0 1 lbs
Throwing Axe W 5 3 (10 + Strong)x3 1 4 lbs
Throwing Dagger W 7 4 (15 + Strong)x3 2 1 lbs
Throwing Club I 6 5 (8 + Strong)x3 2 3 lbs
Throwing Spear W 6 4 (15 + Strong)x3 1 2 lbs
shield dam type skill cap DT range hard tech. code trait weight crafting
Bucklar nil 7 nil 1 3 4 lbs
Small Shield nil 6 nil 1 1 6 lbs
Medium Shield nil 6 nil 1 1 12 lbs
Tower Shield nil 3 nil 3 4 33 lbs

Carrying and Drawing Weapons

The difference between having a weapon ready, and having it at his hip has been the difference between life and death for many a warrior, but we cannot simply assume that everyone goes about with their weapon at the ready all the time; even the most paranoid, mistrustful sociopath puts away his sword now and then. Generally it is assumed that it takes two full actions, executable in the same turn, to draw and ready a hand weapon, pole weapon, bow weapon ammunition, or throwing weapon, three for a heavy weapon or bow weapon, and one for a dagger weapon. Some forms of housing, especially for daggers, will also allow a character to attack in the same round his weapon is drawn.

Difficulties of Weapons

Weapons don't have quite the complication of a full suit of armour, but people don't take well to heavily armed men turning up in their homes, and some lands, especially large settlements, don't like characters going about ready for a fight at all. Add to that the wear and tear a regularly used weapon undergoes, and the level of honed perfection it must perform to, and a weapon isn't without its difficulties. It's little wonder that most travellers opt for the comparative simplicity of a stout stick.


Groups of armed men are bad news, everyone generally agrees on this point. In most large settlements going about openly armed ranges from frowned upon to bluntly illegal, and being heavily armed is worse. In many places binding weapons into their housing is enough, but in others they must be completely surrendered, or totally covered such as in a pack, sack or other containment. Even when the setting does not specify a legal attitude towards weapons heavily or openly armed individuals should suffer a penalty to any positive social interactions or a bonus to intimidation. This varies depending upon the situation, but generally if they have no authority whatsoever then this will be a 6 point modifier, or if they appear to be figures of authority (wearing some kind of heraldry or uniform) the modifier will be around 3, and they are known and respected there could be as much as a further three point reduction to either. Of course, if they are doing something expressedly illegal in the setting they will attract the attention of law enforcement bodies eventually.


Weapons break, blunt and fracture. That is the nature of using a tool of violence, it doesn't last very well. Many games ignore this, but in the Darkrealm the characters have expenses that motivate their often mercenary adventures, and also this down time is a good role playing opportunity. The warriors sit around a fire, passing the wet stone and talking about the day's events or making travel plans. Thus weapons need to be maintained. As a rule in addition to any damage sustained while being used the durability of a Wounding weapon can be considered to drop by 1 for every week it is unattended until it is at half durability, and then by 1 every four weeks thereafter, and a metal Impact weapon at half that speed, and a wooden impact weapon at half again, deteriorating by 1 every four weeks to half and then every 12 weeks thereafter. Simple repairs, oiling, sharpening and the like requiring only the martial combat skill to perform will prevent this. Wounding weapons that reach a quarter of their initial durability in this manner lose 1 point from their damage bonus, and lose a further 1 for every full quarter thereafter. Weapons that reach zero do not break, but they probably will next time they're used. This means that if you find a dusty old sword clutched in the hands of a dead knight in a tomb the last thing you want to do is immediately use it!

The Tools of the Trade: Equipment in the Darkrealm
Chapter 1 Armour; Armour Statistics; Types of Armour Verses Suits of Armour; The Downsides of Armour
Chapter 2 Weapons; Weapon Statistics; Carrying and Drawing Weapons; Difficulties of Weapons
Chapter 3 Tools;
Chapter 4 Attire;
Chapter 5 Transport;
Chapter 6 Books;
Chapter 7 Valuables;
Chapter 8 Structures & Furniture;
Chapter 9 Food & Drink;
Chapter 10 Herbs & Potions;