One-handed weapons

Weapons that use the One-Handed Weapons skill are flexible and can be combined with shields or another weapon (Dual Wield). They allow for tailoring the Fatebinder's loadout to almost any situation.
==Features==
* Melee weapons are generally divided into two basic types: Bronze and iron weapons. Bronze weapons are faster and more accurate, while iron weapons pierce armor easily. 
* Every weapon type deals a specific kind of damage. 
==List of weapons==
===Axes===
;Tools and weapons that deal Slash damage.
====Common====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	10-12 	2 	0.75 	2 	 	
 	10-12 	2 	0.75 	2 	 	
 	10-12 	2 	0.75 	2 	 	
 	10-12 	2 	1.25 	5 	 	
 	10-12 	2 	1.25 	5 	 	
====Rare====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	10-12 	 	1.25 	5 	 	Jagged: On critical hit: Inflict Bleeding for 11.6s
====Unique====
Weapon 	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	12-15 	4 	0.75 	3 	 	Goring: +100% Hit Precision on targets with <35% Health
 	14-17 	 	1.25 	7 	 	Potency: +1 Might
(Tales from the Tiers)	11-5 	 	+1.25 	5 	 	Scouring: On critical hit target loses Armor after 5s for 30sEroding: On critical hit, target is Degenerating for 4.7s. Save vs. Endurance.
===Daggers===
;Small, concealable blades with no penalty to Recovery, but significant bonuses to Accuracy. Very poor at defeating armor. Daggers deal Piercing damage.
====Common====
Weapon	Base damage	Accuracy bonus	Recovery penalty 	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	7-9 	12 	0 	0 	 	
 	6-8 	12 	0.25 (normal attack)1.25 (ranged)	0 	 	
 	7-9 	12 	0 	0 	 	
 	7-9 	12 	0.5 	3 	 	
 	6-8 	1 	0.75 (normal attack)1.75 (ranged)	3 	 	
 	7-9 	1 	0.5 	3 	 	
====Rare====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	7-9 	12 	 	 	 	Frenzy: -10% Recovery time if character has Wounds
====Unique====
Weapon	Base damage	Accuracy bonus	Recovery penalty 	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	6-8 	1 	0.75 (normal attack)1.75 (ranged)	3 	 	Sigil of Life: +10 Control Life
 	8-10 	15 	0 	 	 	Accurate: +10 Accuracy
 	8-11 	15 	 	 	 	Preying: +1% bonus damage for every 1% of user's missing health
 	11-15 	+21 	 	 	 	Jagged: On critical hit: Inflict Bleeding for 11.6s
 	11-15 	21 	 	 	 	Parrying: +10 ParryImpenetrable: +50 Parry if Health <35%
 	9-12 	19 	 	 	 	Poisonous: On critical hit, poison target for 7.8s
 	8-10 	11 	0.5 	4 	 	Nighthunter: +20% Accuracy at night
 	9-12 	12 	0.5 	5 	 	Multi-Strike: On critical hit, deal 7-10 slash/Pierce damage vs. Parry
 	8-10 	11 	0.5 	4 	 	Haste: +1 Quickness
 	8-11 	19 	0.25 (melee)<Br/>1.25 (ranged) 	 	 	Rending: On critical hit, target suffers -1 Armor
 	8-11 	12 	0.75 (melee)<Br/>1.75 (ranged) 	 	 	Heal: Heal nearby allies when defeated for 37% in a 6m radius
 	7-9 	11 	0.75 (melee)<Br/>1.75 (ranged) 	4 	 	Quickening: On critical hit, -10% Recovery for 14s
===Swords===
; Versatile weapons that deal Slash or Pierce damage, depending on what's more effective against the target.
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	2 	0.25 	 	 	
 	8-11 	 	0.75 	3 	 	
 	8-11 	 	0.75 	3 	 	
 	8-11 	 	0.75 	3 	 	
 	8-11 	 	0.75 	3 	 	
 	8-11 	 	0.75 	3 	 	
====Unique swords====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	14-18 	8 	0.25 	 	 	Annihilation: +25% to Critical Damage multiplier<Br/>Jagged: On critical hit: Inflict Bleeding for 11.6sSharp: +5% Hit Precision
 	8-11 	2 	0.25 	 	 	Minor Parrying: +2 Parry
 	8-11 	2 	0.25 	 	 	Minor Acuracy: +4 Accuracy
 	12-15 	6 	0.25 	 	 	Preying: +1% bonus damage for every 1% of user's missing health
 	14-18 	8 	0.25 	 	 	Sigil of Atrophy: +10 Control AtrophySigil of Terratus: +10 Control Gravelight
 	8-11 	 	0.75 	3 	 	Eradicating: Low-health enemies explode on death.
 	10-13 	 	0.75 	4 	 	Goring: +100% Hit Precision on targets with <35% Health
 	12-15 	 	0.75 	5 	 	Gravelit: On critical hit, drain 8.48 Health from target and restore to wielder.
 	15-19 	 	0.75 	6 	 	Bloodthirsty: Enraged on kill.
====Artifact====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	12-15 	6 	0.25 	 	 	Resolute: On critical hit, daze foes for 9.7s in 2m radius
===Spears===
; Long-ranged weapons that deal Piercing damage.
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	7-11 	2 	0.5 	0 	 	
 	7-11 	2 	0.5 	0 	 	
 	7-11 	 	1 	3 	 	
 	7-11 	 	1 	3 	 	
 	7-11 	 	1 	3 	 	
====Rare====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	7-11 	 	+1 	+3 	 	
Hemorrhaging: Basic attacks deal +12.1 Pierce damage every 3s for 6s if target has <25% Health
====Unique====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	11-17 	 	1 	5 	 	Accurate: +10 Accuracy<Br/>Sigil of Emotions: +10 Control Emotions
 	9-14 	 	1 	4 	 	Rending: On critical hit, target suffers -1 Armor
===Warhammers and maces===
; Heavy weapons of war that deal Crush damage.
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	11-15 	2 	0.5 	 	 	
 	12-16 	2 	0.5 	 	 	
 	12-16 	2 	0.5 	 	 	
 	11-15 	 	1 	3 	 	
 	11-15 	 	1 	3 	 	
 	12-16 	 	1 	3 	 	
====Rare====
Weapon	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	11-15 	 	1 	3 	 	Preying: +1% bonus damage for every 1% of user's missing health
====Unique====
Weapon 	Base damage	Accuracy bonus	Recovery penalty	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	22-27 	9 	1.25 	 	 	
 	14-18 	4 	0.5 	 	 	Cleansing: Remove random hostile effect on kill.
 	16-22 	6 	0.5 	 	 	Potency: +1 Might
 	19-26 	 	1 	6 	 	Weighted: On critical hit, make target prone for 1s, interrupt for 2s. Save vs. Endurance.
 	16-22 	 	1 	5 	 	Staggering: On critical hit, interrupt for 2s<Br/>Potency II: +2 Might
(Tales from the Tiers)	11-15 	+2 	+0.5 	 	 	Capitalizing: +20% damage on enemies with Bleeding, Burning, Dazed, Magefire, Hobbled, Paralyzed, Poisoned, Prone, Stunned, and Sundered afflictions.
===Javelins===
; Versatile class of weapons that deals Piercing damage and can be used as a melee or ranged weapon.
Weapon	Base damage	Accuracy bonus	Recovery penalty 	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	5-10 	2 	0.75 (normal)<Br/>1.25 (ranged)	2 	 	
 	5-10 	2 	0.75 (normal)<Br/>1.25 (ranged)	2 	 	
 	5-10 	2 	0.75 (normal)<Br/>1.25 (ranged)	2 	 	
 	5-10 	 	0.75 (normal)<Br/>1.25 (ranged)	5 	 	
 	5-10 	 	0.75 (normal)<Br/>1.25 (ranged)	5 	 	
====Rare====
Weapon	Base damage	Accuracy bonus	Recovery penalty 	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	6-11 	2 	0.75 (melee)<Br/>1.25 (ranged)	2 	 	Accurate: +10 Accuracy
====Unique====
Weapon 	Base damage 	Accuracy bonus	Recovery penalty 	Armor penetration	PriceBronze Rings/Copper Rings	Additional
 	7-12 	4 	0.75 (melee)<Br/>1.25 (ranged)	3 	 	Jagged: On critical hit: Inflict Bleeding for 11.6s
 	11-17 	8 	0.75 (melee)<Br/>1.25 (ranged)	5 	 	Goring: +100% Hit Precision on targets with <35% Health<Br/>Tenacity: +1 Resolve
 	8-14 	 	1.25 (melee)<Br/>1.75 (ranged)	7 	 	Staggering: On critical hit, interrupt for 2s
(Tales from the Tiers)	7-11 (melee)<Br/>8-10 (ranged)Deals Pierce/Slash vs. Parry	 	+1 (melee)<Br/>+1.75 (ranged) 	5 	 	Jagged: On critical hit, target is bleeding for 11.3s. Save vs. Parry.