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).