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.