Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Stunts Bestiary

Melee Weapons

Weapon Type Damage Req. Might Craft Lv. Materials (gold) Workload (C.P.)
Dagger Piercing 1d4 — 1 5 10
Staff Bludgeoning 1d4 — 1 1 5
Rod Bludgeoning 1d4 — 1 1 5
Wand Piercing 1d4 — 1 1 5
Whip Slashing 1d4 — 1 5 10
Javelin Piercing 1d4 1 2 10 10
Rapier Piercing 1d6 1 2 15 20
Short Sword Slashing 1d6 1 2 15 20
Battle-Axe Slashing 1d8 2 3 30 30
Long Sword Slashing 2d4 2 3 40 40
Morningstar Bludgeoning 1d8 2 3 40 40
Spear Piercing 1d8 2 3 40 40
Halberd S/P/B 1d10 3 4 100 90
Great-Axe Slashing 1d12 3 4 110 100
Greatsword Slashing 2d6 3 4 130 110
Siegebreaker Bludgeoning 3d4 4 4 150 150
Warhammer Bludgeoning 2d8 4 4 170 170
War Scythe S/P 3d4 4 4 180 180
Colossus Maul Bludgeoning 3d6 5 5 250 250
Void Cleaver Slashing 2d10 5 5 270 270
Soulpiercer Piercing 2d10 5 5 300 300

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. If your Might is lower than the weapon’s Required Might, your attacks with it have Disadvantage. Weapons with no Required Might (Dagger, Staff, Rod, Wand, Whip) are light weapons: they add only half your Might (rounded down) to damage, even when held in both hands (see the Might skill).