Skip to content

# Melee Weapons

Weapon | Type | Damage | Req. Might
--- | --- | --- | ---
Dagger | Piercing | 1d4 | —
Staff | Bludgeoning | 1d4 | —
Rod | Bludgeoning | 1d4 | —
Wand | Piercing | 1d4 | —
Whip | Slashing | 1d4 | —
Javelin | Piercing | 1d4 | 1
Rapier | Piercing | 1d6 | 1
Short Sword | Slashing | 1d6 | 1
Battle-Axe | Slashing | 1d8 | 2
Long Sword | Slashing | 2d4 | 2
Morningstar | Bludgeoning | 1d8 | 2
Spear | Piercing | 1d8 | 2
Halberd | S/P/B | 1d10 | 3
Great-Axe | Slashing | 1d12 | 3
Greatsword | Slashing | 2d6 | 3
Siegebreaker | Bludgeoning | 3d4 | 4
Warhammer | Bludgeoning | 2d8 | 4
War Scythe | S/P | 3d4 | 4
Colossus Maul | Bludgeoning | 3d6 | 5
Void Cleaver | Slashing | 2d10 | 5
Soulpiercer | Piercing | 2d10 | 5

Melee Weapons. S/P/B = Slashing / Piercing / Bludgeoning.

Required Might All melee weapons require 2 hands to use. If you have at least 1.5 times the Required Might (rounded up) of the melee weapon, you can use it with only 1 hand.