Equipment

Armors

Armor Physical Defense Elemental Defense Required Physique Stealth Penalty
Robe 0 3 0 0
Leather 1 2 0 0
Reinforced Leather 2 2 1 0
Brigandine 3 2 1 0
Chain Shirt 4 1 2 -1
Scale Mail 5 1 2 -1
Chain Mail 6 1 3 -1
Half-Plate 7 1 3 -2
Full Plate 8 1 4 -3

Shields

Shields Physical Defense Elemental Defense Required Physique
Buckler Shield 1 0 0
Heater Shield 2 0 2
Kite Shield 3 1 3
Pavise Shield 4 1 4
Tower Shield 6 2 5

Melee Weapons

Weapon Type Damage Required Physique Special
Dagger Piercing 1 - Throwing (10/20), Armor Pierce: 1
Staff Bludgeoning 1 -
Whip Slashing 1 - Reach
Short Sword Slashing 1d4 1
Rapier Piercing 1d4 1
Javelin Piercing 1d4 1 Throwing (10/30)
Battle-Axe Slashing 1d8 2
Long Sword Slashing 2d4 2
Spear Piercing 1d8 2
Morningstar Bludgeoning 1d8 2
Great-Axe Slashing 1d12 3
Greatsword Slashing 2d6 3
Halberd Slashing, Piercing, Bludgeoning 1d10 3
Warhammer Bludgeoning 1d12 3
Required Physique
All weapons require 2 hands to use. If you have at least 1.5 times of the required physique (rounded up) of the weapon, you can use it with only 1 hand.

Ranged Weapons

Bow/Crossbow/Firearms Damage Required Physique Range Reload Special
Hunting Bow 1d4 - 60/180 -
Short Bow 1d6 1 60/180 -
Bow 1d8 2 80/200 -
Long Bow 1d10 3 80/200 -
Great Bow 2d8 4 120/240 -
Hand Crossbow 1d6 - 30 0
Hunting Crossbow 1d8 1 40 1
Light Crossbow 1d10 1 60 1
Heavy Crossbow 2d8 2 120 1
Pistol 1d12 - 30/60 1 Armor Pierce: 1
Musket 2d8 1 60/150 2 Armor Pierce: 2

Improvised Weapons