Armors
Armor helps characters withstand attacks by granting Physical Defense and Elemental Defense. The table also lists each armor's Required Might and Stealth Penalty.
Armor helps characters withstand attacks by granting Physical Defense and Elemental Defense. The table also lists each armor’s Required Might and Stealth Penalty.
Armor Physical Defense Elemental Defense Required Might Stealth Penalty Robe 1 3 0 0 Gambeson 2 2 0 0 Leather 3 1 0 0 Brigandine 3 3 1 0 Reinforced Leather 4 2 1 0 Chain Shirt 5 1 1 -1 Padded Armor 4 4 2 -1 Breast Mail 5 3 2 -1 Scale Mail 6 2 2 -1 Ring Mail 5 4 3 -2 Chain Mail 6 3 3 -2 Half-Plate 7 2 3 -2 Reinforced Brigandine 6 5 4 -2 Splint 7 4 4 -3 Full Plate 8 3 4 -3 Soulforged Mail 7 6 5 -3 Warlord’s Plate 8 5 5 -3 Abyssal Plate 9 4 5 -4
Weapon Techniques and Mastery
In ELDRA, trained fighters, hunters, shield users, and martial artists may learn Weapon Techniques: battle arts honed through lifetimes of discipline, passed down through temple forms, dueling lineages, execution rites, and the desperate inventions of those who survived what should have killed them. A Weapon Technique is not a trick. It is a commitment — a moment where a warrior channels everything they are into a single motion, and the battlefield answers.
Shields
Shields can be used as bludgeoning weapons, dealing the damage listed below. The table also gives each shield's Required Might.
Shields can be used as bludgeoning weapons, dealing the damage listed below. The table also gives each shield’s Required Might.
Shield Weapon Damage Required Might Buckler Shield 1d4 1 Heater Shield 1d6 2 Kite Shield 1d6 3 Pavise Shield 1d8 4 Tower Shield 1d8 5 Shield as a Weapon. Shields deal bludgeoning damage as listed in the table above.
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.
Unarmed Strikes
Any character may make an unarmed strike, i.e. a punch, kick, headbutt, knee, elbow, or similar physical blow, using their Fight skill. Unarmed strikes deal bludgeoning damage equal to floor(Might / 2). Additionally, unarmed Strikes do not add Might bonus damage after a hit.
Unarmed strikes count as weapons for the purposes of the AP system. A Basic Attack with an unarmed strike costs 1 AP, and may be Empowered normally.
Unarmed strikes fall under the Fight (Brawler / Martial Artist) specialization. Characters without this specialization suffer the standard -2 penalty to their Fight roll when attacking unarmed.
Ranged Weapons
Ranged weapons are designed for distance and precision. The table lists each weapon's type, damage, Required Might, and range; firearms also use the reloading rule below.
Ranged weapons are designed for distance and precision. The table lists each weapon’s type, damage, Required Might, and range; firearms also use the reloading rule below.
Weapon Type Damage Req. Might Range Hunting Bow Piercing 1d4 — 60/180 Short Bow Piercing 1d6 1 60/180 Bow Piercing 1d8 2 80/200 Long Bow Piercing 1d10 3 80/200 Composite Bow Piercing 2d8 4 120/240 Great Bow Piercing 2d10 5 150/300 Hand Crossbow Piercing 1d6 — 30 Hunting Crossbow Piercing 1d8 1 40 Light Crossbow Piercing 1d10 1 60 Heavy Crossbow Piercing 2d8 2 120 Siege Arbalest Piercing 3d4 4 120 Titan Arbalest Piercing 3d6 5 150 Pistol Piercing 1d12 — 30/60 Musket Piercing 3d6 1 60/150 Arquebus Piercing 3d8 4 80/160 War Cannon Piercing 4d8 5 60/120 Firearms: Reloading