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 the kind of damage inflicted
  • Skill Cap the max skill that can be used when using the weapon as a weapon
  • Threshold how many points a hit must succeed by to cause a tier of damage
  • Reach
  • Hard
  • Technology Code
  • Traits
  • Weight
Light Weapons
weapon dam type skill cap threshold reach hard tech. code trait weight
Crop I 4 5 2 3 1 lbs
Dagger W 8 4 1 1 2 lbs
Knife W 7 5 1 0 1 lbs
Sap I 7 4 1 2 3 lbs
Hand Weapons
weapon dam type skill cap threshold reach hard tech. code trait weight
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 threshold reach hard tech. code trait weight
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 threshold reach hard tech. code trait weight
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 threshold range hard tech. code trait weight
Short Bow W 8 4 120 x5 1 2 lbs
Self Bow W 7 4 160 x5 1 3 lbs
Long Bow W 6 4 200 x6 3 4 lbs
Crossbow W 5 3 150 x4 5 6 lbs
Heavy Crossbow W 4 3 150 x5 5 9 lbs
Throwing Weapons
weapon dam type skill cap threshold range hard tech. code trait weight
Dart W 7 6 (10 x Strong) x4 3 1/2 lbs
Sling I 5 4 (15 x Strong) x6 0 1 lbs
Throwing Axe W 5 3 (5 x Strong) x4 1 4 lbs
Throwing Dagger W 7 4 (10 x Strong) x4 2 1 lbs
Throwing Club I 6 5 (5 x Strong) x4 2 3 lbs
Throwing Spear W 6 4 (10 x Strong) x5 1 2 lbs
weapon dam type skill cap threshold range hard tech. code trait weight
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;