Weapons

Dagger - Leather + Material - 1H - +( 2 / 4 / 6 / 8 / 10 / 14 / 20 / 25 / 30 / 40 / 50 ) Attack Damage, Can instantly switch from this weapon. 90% Accuracy. Attacks against targets who did not see you at the beginning of your turn deal +30% Damage. Attacks against targets below 10% HP instantly kill targets.

Shortsword - Leather + Material + Material - 1H - +( 3 / 5 / 8 / 10 / 12 / 15 / 24 / 30 / 35 / 45 / 60 ) Attack Damage , +5% Critical Hit Chance. 85% Accuracy. 25% Chance to block +20% of incoming Physical Damage. Attacks deal +20% damage to targets with Armor equal to less than 30% of your Attack Damage.

Buckler - Wood + Wood + Material - 1H - ( 1 / 2 / 3 / 5 / 8 / 10 / 12 / 14 / 17 / 20 / 25 ) Armor, + ( 10% / 10% / 15% / 15% / 20% / 25% / 25% / 30% / 35% / 35% / 40% ) chance to block +40% of incoming damage. On attack, you have a 10% chance to bash your target with your shield, stunning your target and dealing [ ( Armor x 1.5 ) + ( Attack Damage x 0.75 ) ] Physical Damage to them.

Warhammer - Wood + Wood + Material + Material + Material + Material - 2H - +( 7 / 12 / 18 / 24 / 28 / 32 / 50 / 56 / 65 / 85 / 120 ) Attack Damage, + ( 2% / 4% / 6% / 8% / 10% / 12% / 14% / 16% / 18% / 20% / 25% ) Max Hit Points. 80% Accuracy. On attack, you have a 25% chance to perform a Power Attack, which will cause your attack to have a one turn windup, but deal + ( Max Hit Points x 0.35 ) Physical Damage and be unable to miss. Your attacks also ignore +50% of your target's Armor.

Longbow - Material + Material + Wood + Wood - 2H - +( 0 / 0 / 2 / 5 / 7 / 9 / 12 / 15 / 18 / 22 / 28 / 35 ) Attack Damage, + ( 15 / 16 / 18 / 20 / 23 / 25 / 30 / 35 / 40 / 45 / 50 )m bonus attack range. +10% Crit Chance while attacking from within 5m of maximum range. 85% Accuracy. Targets take +5 Physical Damage on Critical Hit for each Arrow in them.

Pistol - Material + Material + Wood + Leather - 1H - +( -3 / -1 / 0 / 2 / 4 / 7 / 10 / 14 / 18 / 22 / 27 ) Attack Damage, + ( 9 / 10 / 11 / 12 / 15 / 18 / 20 / 25 / 30 / 35 / 40 )m bonus attack range. 75% Accuracy. Attacks ignore +80% of Armor. When wielded with another weapon, instead of applying flat bonus Attack Damage, the secondary pistol instead grants + ( Attack Damage Bonus )% Bonus Attack Chance. If this bonus would be below 5%, it is instead +5%. The bonus attack is the attack that uses this weapon's range.

Spade - Material + Material + Wood + Wood + Wood - 1H - +( 4 / 6 / 10 / 12 / 15 / 18 / 30 / 35 / 42 / 52 / 70 ) Attack Damage. 80% Accuracy. Grants +20% Resistance to Physical Damage from Undead Units. Can shovel Dirt onto an enemy once per turn to reduce that target's accuracy by 10% until your next turn.

Kite Shield - Material + Material + Material + Leather - 1H - +( 2 / 3.5 / 5 / 7.5 / 11 / 14 / 17 / 20.5 / 25 / 28 / 32 ) Armor. Passively resist +10% of incoming Physical Damage. Each point of Armor grants you +0.1% Physical Damage resistance, up to a maximum of +10% Bonus Physical Damage Resistance.

Battleaxe - Wood + Wood + Wood + Wood + Material + Material + Material + Material + Material + Material - 2H - +( 10 / 20 / 28 / 36 / 44 / 50 / 60 / 70 / 80 / 90 / 125 ) Attack Damage, + ( 50% / 50% / 50% / 50% / 50% / 50% / 100% / 100% / 100% / 100% / 100% ) Critical Hit Damage. Attacks deal +1 Damage for every 10 Hit Points the target is missing. 75% Accuracy.

Dirk - Gold + Leather + Material + Material - 1H - +( 4 / 8 / 12 / 16 / 20 / 24 / 28 / 34 / 40 / 50 / 56 ) Attack Damage. On attack, you have a 25% chance to disarm your target until your next turn. 95% Accuracy.

Crossbow - Wood + Wood + Gold + Material + Material - 2H - +( -1 / 0 / 1 / 4 / 6 / 8 / 12 / 16 / 20 / 25 / 30 ) Attack Damage, + ( 12 / 14 / 16 / 18 / 20 / 22 / 25 / 28 / 32 / 38 / 45 )m bonus attack range. Whenever you score a bonus attack, your bonus attack has a +10% Bonus Attack Chance. 90% Accuracy.

Blunderbuss - Wood + Wood + Material + Material + Material - 2H - +( 3 / 6 / 9 / 12 / 15 / 18 / 21 / 25 / 30 / 40 / 50 / 60 ) Attack Damage, + ( 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 15 )m bonus attack range, While within 5m deals a bonus +30% damage. While within 1m, deals an additional +70% damage. 95% Accuracy within 3m, 85% Accuracy within 10m, 70% Accuracy otherwise.

Greatsword - Wood + Leather + Gold + Gold + Material + Material + Material + Material + Material - 2H - +( 12 / 24 / 36 / 44 / 52 / 60 / 70 / 80 / 90 / 100 / 140 ) Attack Damage. Critical Hits kill targets below 50% Hit Points. +15% Attack Damage until the end of the turn after you score a kill. 80% Accuracy.

Cannon - Wood + Wood + Wood + Material + Material + Material + Material + Material + Material + Material - 2H - +( 2 / 4 / 7 / 10 / 14 / 18 / 24 / 30 / 36 / 42 / 50 ) Attack Damage, + ( 8 / 10 / 12 / 14 / 16 / 20 / 24 / 28 / 32 / 36 / 40 )m Range, + ( 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 )m AoE Splash Damage on attack ( Can damage you ). 60% Accuracy. If you miss, the projectile instead lands within 10m of the target. Cannon knocks targets back 5m.

Staff - Wood + Wood + Wood + Material - 2H - You have + ( 16 / 30 / 45 / 64 / 76 / 90 / 105 / 120 / 135 / 150 / 175 ) Spell Effect. Your most cast spell in an encounter has +10% Spell Effect.

Wand - Wood + Material - 1H - You have + ( 6 / 10 / 16 / 24 / 32 / 40 / 48 / 54 / 60 / 68 / 75 ) Spell Effect and + ( 1% / 2% / 3% / 4% / 5% / 6% / 7% / 8% / 9% / 10% / 12% ) Overcast Chance. Whenever you cast a spell, you recover 1% of your Max MP.

Hatchet - Wood + Leather + Material + Material - 1H - +( 4 / 6 / 10 / 12 / 15 / 18 / 27 / 36 / 42 / 50 / 65 ) Attack Damage. Attacks to targets over 80% HP take +50% Damage on attack. 90% Accuracy.

Rifle - Wood + Wood + Leather + Material + Material + Material - 2H - +( 1 / 3 / 5 / 7 / 10 / 14 / 18 / 22 / 27 / 32 / 36 / 42 ) Attack Damage , + ( 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 )m Attack Range. Attacks ignore 80% of Armor. 80% Accuracy.

Flail - Leather + Material + Material + Material - 1H - +( 2 / 3 / 5 / 7 / 10 / 15 / 21 / 25 / 30 / 45 / 52 ) Attack Damage, Whenever you attack, you deal a bonus ( 1d4 / 1d4 / 1d6 / 1d6 / 1d8 / 1d8 / 1d10 / 1d10 / 1d12 / 1d12 / 1d20 ) damage on that attack. Whenever you attack, you can have your attack lose 20% Accuracy. If you do, that attack gains + ( 4 / 7 / 10 / 14 / 18 / 22 / 28 / 35 / 45 / 55 / 70 ) Attack Damage. 80% Accuracy.

Mace - Leather + Gold + Material + Material - 1H - +( 1 / 3 / 4 / 6 / 9 / 12 / 16 / 20 / 25 / 32 / 40 ) Attack Damage, + ( 3 / 6 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 ) Max HP. Attacks ignore +50% of Armor. 85% Accuracy.

Whip - Material + Material + Material + Material - 1H - +( -2 / -1 / 1 / 3 / 6 / 10 / 15 / 21 / 26 / 32 / 40 ) Attack Damage, + ( 100% / 105% / 110% / 120% / 130% / 140% / 150% / 160% / 180% / 200% / 240% ) Critical Hit Damage. Bonus Critical Hit damage from a second whip is multiplied by ( 0.25 ). 70% Accuracy.

Lance - Leather + Leather + Wood + Wood + Material + Material + Material + Material + Material - 2H - +( 8 / 15 / 22 / 30 / 36 / 45 / 54 / 62 / 70 / 76 / 85 ) Attack Damage, If you have traveled since your last turn for this attack while going at least 10m per turn, this attack deals a bonus ( 7 / 12 / 18 / 25 / 35 / 45 / 55 / 68 / 80 / 95 / 115 ) damage. That attack also has a +5% Critical Hit Chance. Attacks have + ( Movement )% Attack Damage. 80% Accuracy. If charging, 100% Accuracy instead.

Throwing Lance - Leather + Wood + Wood + Material + Material - 2H - +( 0 / 2 / 4 / 7 / 10 / 14 / 20 / 26 / 32 / 38 / 45 ) Attack Damage, + ( 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22 / 24 )m Attack Range. +50% Critical Hit Damage. Attacks have a 25% Chance to completely sunder targets until your next turn, including the sundering attack. 80% Accuracy.

Shuriken - Material + Material - 1H - +( -1 / 0 / 1 / 3 / 5 / 8 / 12 / 16 / 20 / 24 / 30 ) Attack Damage, + ( 5 / 7 / 9 / 11 / 13 / 15 / 18 / 21 / 24 / 27 / 30 )m Attack Range, +5% Bonus Attack Chance. Attacks deal +5% Damage for each Shuriken stuck in target. 80% Accuracy.

Throwing Axe - Wood + Wood + Material + Material - 1H - +( 0 / 1 / 2 / 4 / 6 / 10 / 14 / 20 / 24 / 29 / 35 ) Attack Damage, + ( 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22 / 24 )m Attack Range, +40% Critical Hit Damage. Attacks have a 20% Chance to deal +50% Damage. 75% Accuracy.

Pike - Wood + Wood + Wood + Wood + Wood + Material + Material - 2H - +( 8 / 14 / 22 / 32 / 42 / 54 / 65 / 75 / 85 / 95 / 105 ) Attack Damage, +5% Critical Hit Chance. Attacks have +5m Range. 95% Accuracy.

Instrument - Wood + Wood + Wood + Material + Material - 2H - Grants your allies + ( 1 / 2 / 4 / 7 / 10 / 14 / 18 / 24 / 30 / 36 / 45 ) of their choice of Attack Damage or Spell Effect. Grants you + ( 5 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 ) Max MP. Each point of Charisma grants you +1 Max MP. 90% Accuracy.

Atlatl - Material + Material + Wood + Wood + Wood + Wood - 2H - + ( 1 / 2 / 4 / 7 / 10 / 14 / 18 / 22 / 28 / 34 / 42 ) Attack Damage; + ( 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 14 / 16 / 20 )m Attack Range. Attacks have a 30% chance to deplete 10% of your target's current HP. 85% Accuracy.

Bolas - Material + Material + Material + Material - 2H - + ( 2 / 4 / 6 / 8 / 10 / 13 / 16 / 19 / 22 / 25 / 30 ) Attack Damage; Whenever you attack a unit, you have a +( 5 / 5 / 5 / 10 / 10 / 10 / 15 / 15 / 15 / 20 / 20 )% chance to Root that unit. Units you root take +40% damage while rooted. 90% Accuracy.

Spear - Material + Material + Wood + Wood + Wood + Wood + Cloth - 1H - + ( 2 / 4 / 6 / 8 / 11 / 14 / 18 / 22 / 27 / 32 / 40 ) Attack Damage; Can be thrown to add 15m to attack range, and add ( 5 / 8 / 10 / 12 / 15 / 20 / 25 / 30 / 35 / 40 / 50 ) damage to the previous bonus on attack. Must be recollected once thrown. 90% Accuracy.

Tome - Material + Material + Leather + Leather + Wood - 2H - + ( 12 / 18 / 24 / 32 / 40 / 50 / 60 / 70 / 85 / 100 / 125 ) Spell Effect, While Equipped, you know up to ( 1 / 1 / 1 / 1 / 1 / 2 / 2 / 2 / 2 / 3 / 3 ) Spells that are bound to the book. ( When you smith a Tome, these spells are either picked at random or spells you already know ).

Grenades - Material + Material + Gold - 2H - + ( 4 / 6 / 8 / 12 / 16 / 22 / 27 / 32 / 38 / 45 / 55 ) Attack Damage; +( 6 / 7 / 8 / 10 / 11 / 12 / 14 / 15 / 16 / 18 / 20 )m Attack Range; 1m AoE of +50% Damage, 5m AoE of full damage, 10m AoE of 50% damage. Can instantly switch between Grenades and other weapons. 65% Accuracy. When it misses, it lands within 5m of target.

Throwing Knives - Material + Material + Cloth - 2H - + ( 2 / 3 / 5 / 8 / 12 / 16 / 20 / 24 / 28 / 32 / 36 ) Attack Damage, + ( 5 / 7 / 9 / 11 / 13 / 15 / 17 / 19 / 21 / 23 / 25 )m Attack Range. 80% Accuracy.

Power Fist - Material + Material + Material + Gold + Gold- 1H - + ( 2 / 4 / 6 / 8 / 10 / 13 / 16 / 20 / 24 / 28 / 35 ) Attack Damage, + ( 2 / 2 / 2 / 3 / 3 / 3 / 4 / 4 / 5 / 5 / 6 )m Knockback on attack. Whenever you hit a unit, you sunder ( 1 / 1 / 2 / 2 / 3 / 3 / 4 / 4 / 5 / 6 / 8 ) of that unit's Armor until your next turn. 90% Accuracy.

Claw Chain - Material + Material + Material + Material - 2H - + ( 8 / 12 / 16 / 20 / 24 / 28 / 34 / 40 / 48 / 56 / 65 ) Attack Damage. + ( 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 15 )m Attack Range. Whenever you attack a unit, you can pull that unit to you. Passively grants you +0.5% Attack Damage per point of Agility. 80% Accuracy.

Phalanx Shield - Material + Material + Material + Material + Leather + Leather - 1H - + ( 1 / 3 / 5 / 7 / 9 / 11 / 13 / 15 / 18 / 21 / 25 ) Armor, + ( 1 / 2 / 3 / 4 / 5 / 6 / 8 / 10 / 12 / 15 / 18 ) Resistance to ranged Damage taken.

Barricade Shield - Material + Material + Material + Material + Material + Material + Leather + Leather + Wood + Wood - 2H - + ( 12 / 16 / 20 / 24 / 30 / 36 / 42 / 50 / 60 / 70 / 80 ) Hit Points, + ( 3 / 5 / 8 / 11 / 14 / 17 / 20 / 24 / 28 / 32 / 36 ) Armor, + ( 5 / 5 / 5 / 5 / 10 / 10 / 10 / 10 / 15 / 15 / 15 )% Damage Resistance. 90% Accuracy.

Baton - Material + Material + Leather - 1H - + ( 2 / 3 / 4 / 5 / 6 / 8 / 10 / 12 / 15 / 18 / 22 ) Movement, + ( 1 / 2 / 3 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 20 ) Attack Damage. 90% Accuracy.

Boomerang - Wood + Wood + Material - 1H - + ( -3 / 0 / 1 / 2 / 4 / 6 / 8 / 10 / 13 / 16 / 20 ) Attack Damage, + ( 5 / 6 / 7 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 25 )m Attack Range. Your attacks are performed as circles, dealing damage to all enemies in the path. Your attacks deal + ( 1 / 1 / 1 / 1 / 2 / 2 / 2 / 3 / 3 / 4 / 5 ) Attack Damage for each enemy hit with the Boomerang before that. 100% Accuracy.

Healer's Satchel - Material + Cloth + Cloth - 2H - + ( 5 / 10 / 15 / 20 / 25 / 30 / 40 / 50 / 60 / 70 / 80 ) Spell Effect, + ( 20% / 30% / 40% / 50% / 60% / 70% / 80% / 90% / 100% / 120% / 150% ) Administered Healing.

Caster's Sack - Material + Material + Cloth + Cloth - 1H - + ( 5 / 8 / 12 / 16 / 20 / 25 / 30 / 36 / 42 / 50 / 60 ) Spell Effect, + ( 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 2 / 2 / 2 ) Spell Capacity.

Pickaxe - Material + Material + Material + Wood + Wood + Wood + Leather - 1H - + ( 2 / 4 / 7 / 10 / 13 / 16 / 20 / 25 / 30 / 35 / 40 ) Attack Damage, + ( 5% / 5% / 5% / 10% / 10% / 10% / 10% / 15% / 15% / 15% / 20% ) Critical Hit Chance, + ( 20% / 30% / 40% / 50% / 60% / 70% / 80% / 90% / 100% / 110% / 120% ) Critical Hit Damage. 75% Accuracy.

Dowel - Material + Material + Wood + Wood + Wood + Wood + Wood - 2H - + ( 4 / 8 / 12 / 16 / 22 / 30 / 38 / 46 / 54 / 62 / 70 ) Attack Damage and Spell Effect. Additionally grants you + ( 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 ) Hit Points and Mana Points. 85% Accuracy.

Electric Rod - Material + Material + Iron + Leather + Leather - 1H - Each Electric Rod grants you + ( 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70 ) Max Charge. Whenever you attack, you gain 5 Charge, 10 Charge if the attack is a Critical Hit. Then, when you attack while at full Charge, you remove all charge, and deal ( Charge Removed x 1.25 ) bonus Magic Damage on attack. Also passively grants you + ( 3 / 6 / 9 / 12 / 15 / 20 / 25 / 30 / 35 / 40 / 45 ) Magic Damage on attack.

Stomper Boot Apparatus - Material + Material + Material + Material + Leather + Leather - 2H - Grants you a passive + ( 2 / 3 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 ) Armor and + ( 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 / 15 ) Movement. When you fall on units from a height, you deal [ ( Attack Damage x 1.25 ) + ( Meters Fallen x { 0.60 / 0.75 / 0.90 / 1.05 / 1.20 / 1.35 / 1.50 / 1.65 / 1.80 / 1.95 / 2.10 } ) Pure Damage to the unit you stomp on. Also passively grants you + [ ( Armor ) x ( 0.3 / 0.4 / 0.5 / 0.6 / 0.7 / 0.8 / 0.9 / 1.0 / 1.1 / 1.2 / 1.5 ) ] Attack Damage.

Cleaver - Leather + Material + Material - 1H - + ( 1 / 2 / 4 / 6 / 8 / 10 / 13 / 16 / 20 / 24 / 28 ) Attack Damage, + ( 4% / 5% / 6% / 8% / 10% / 12% / 15% / 18% / 20% / 22% / 25% ) Lifesteal. 80% Accuracy.

Mallet - Material + Material + Material + Wood + Wood + Leather - 1H - + ( 2 / 4 / 6 / 9 / 12 / 15 / 18 / 22 / 27 / 32 / 40 ) Attack Damage, + ( 5% / 5% / 5% / 5% / 10% / 10% / 10% / 10% / 15% / 15% / 15% ) Stun Chance on attack. +5% Max Hit Points. 85% Accuracy.

Longsword - Leather + Leather + Material + Material + Material + Material - 1H - + ( 5 / 8 / 12 / 16 / 20 / 25 / 31 / 39 / 48 / 58 / 70 ) Attack Damage, 80% Accuracy, +5% Armor as long as you are wielding a shield, can be wielded in two hands to have +50% Attack Damage and +10% Accuracy.

Shortbow - Wood + Wood + Wood + Leather + Material - 2H - + ( -1 / 0 / 1 / 3 / 5 / 8 / 12 / 16 / 20 / 24 / 28 ) Attack Damage, +10% Bonus Hit Chance, + ( 10 / 12 / 14 / 16 / 18 / 20 / 22 / 24 / 26 / 28 / 30 ) Attack Range, 75% Accuracy.

Scythe - Wood + Wood + Wood + Wood + Leather + Material + Material - 2H - + ( 12 / 20 / 28 / 38 / 50 / 62 / 76 / 90 / 105 / 120 / 140 ) Attack Damage, +10% Critical Hit Chance, Whenever you get a Critical Hit, that Critical Hit has + ( 10 / 10 / 10 / 15 / 15 / 15 / 20 / 20 / 20 / 25 )% Lifesteal. 90% Accuracy.

Veil - Cloth + Cloth + Cloth + Material - 1H - + ( 3 / 5 / 7 / 9 / 11 / 13 / 15 / 17 / 19 / 21 / 25 ) Movement while Stealthed, + ( 10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100 / 120 )% Damage on Attacks that are Critical Hits or Attacks out of Stealth. +20% Chance to immediately re-enter stealth after performing an action that causes you to lose stealth.

Verse Book - Cloth + Wood + Leather + Material - 1H - + ( 10 / 12 / 15 / 18 / 21 / 24 / 27 / 30 / 34 / 38 / 45 )% Max MP. Your first spell in a turn costs ( 3 / 4 / 5 / 7 / 9 / 11 / 13 / 15 / 18 / 21 / 25 ) MP less to cast, as long as you cast that spell on your last turn. 90% Accuracy.

Kama - Cloth + Wood + Wood + Material + Material + Material - 1H - + ( 3 / 5 / 7 / 10 / 13 / 16 / 19 / 23 / 27 / 31 / 35 ) Attack Damage. Whenever you heal a unit or are healed, you gain ( 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70 / 75 / 80 )% that much Magic Damage on attack until end of turn. 90% Accuracy.

Poison Well - Material + Material + Any Poison - 1H - On Critical Hit, you have a 10% Chance to deplete 20% of your target's Max HP in Hit Points. + ( 8 / 14 / 20 / 26 / 32 / 40 / 48 / 56 / 64 / 80 / 100 ) Magical Damage per turn on Poison to enemies. +25% Poison Chance on attack. +5% Critical Hit Chance. Effects do not stack.

Machine Gun - Wood + Wood + Wood + Leather + Leather + Material + Material + Material + Material + Material + Material + Gold - 2H - - ( 80 / 75 / 70 / 65 / 60 / 55 / 50 / 45 / 40 / 35 / 30 )% Attack Damage. Attacks ignore +80% of target's Armor. +200% Bonus Attack Capacity. On attack, 10% chance to gain an additional bonus attack ( Past your chance to get only one bonus attack ). +15% Bonus Attack Chance. Ammunition is consumed at 25% the normal rate. You begin each turn with a base of ( 1 / 1 / 2 / 2 / 2 / 2 /3 / 3 / 3 / 4 / 4 ) Bonus Attacks. 65% Accuracy.

Talisman - Material + Material + Material + Gold - 1H - + ( 4 / 5 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 25 )% Max Hit Points, + ( 2 / 3 / 4 / 5 / 6 / 8 / 10 / 12 / 15 / 18 / 20 ) Armor, + ( 10 / 10 / 20 / 20 / 20 / 30 / 30 / 30 / 40 / 40 / 50 )% Received Healing.

Sickle - Material + Material + Material - 1H - + ( 7 / 11 / 15 / 19 / 24 / 30 / 36 / 42 / 48 / 54 / 60 ) Attack Damage. +20% Lifesteal on Critical Hits. +5% Critical Hit Chance. On attack, you lose ( 3 / 3 / 3 / 4 / 4 / 4 / 5 / 5 / 5 /6 / 6 ) Hit Points.

Proximity Mine - Material + Material + Material + Gold - 2H - + ( 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 / 15 ) Movement. You can place a Proximity Mine by consuming an attack and an explosive charge. The Mine is placed beneath your feet, and becomes armed a turn afterwards, detonating if any unit comes within 5m of the mine. The Mine, when triggered, explodes, dealing [ ( 16 / 22 / 28 / 35 / 42 / 50 / 58 / 66 / 76 / 88 / 100 ) + ( Attack Damage x { 0.4 / 0.5 / 0.6 / 0.8 / 1.0 / 1.2 / 1.4 / 1.7 / 2.0 / 2.4 / 3.0 } ) ] Physical Damage to all units ( including allies ) within 10m of the Proximity Mine. Upon detonation, the Proximity Mine also knocks back the closest three units within the area by 5m from where the Mine detonated. 90% Accuracy. If you attack a unit with the Proximity Mine, you will detonate it on yourself.

Shiv - Material + Cloth - 1H - +1 Attack Damage. Your attacks instantly kill units below ( 5% / 8% / 10% / 12% / 15% / 18% / 20% / 22% / 25% / 28% / 30% ) Hit Points. +15% Bonus Attack Chance. 95% Accuracy.

Morning Star - Material + Material + Material - 1H - + ( 3 / 5 / 7 / 9 / 12 / 15 / 19 / 24 / 30 / 38 / 48 ) Attack Damage, +100% Critical Hit Damage, -10% Bonus Hit Chance, + ( 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 ) Movement gained until end of turn on Critical Hit.

Bardiche - 1H - Wood + Wood + Wood + Material + Material - + ( 2 / 4 / 6 / 8 / 11 / 14 / 18 / 22 / 27 / 33 / 40 ) Attack Damage. This Attack Damage bonus is counted while attacking targets with a ranged one handed weapon, and causes bonus damage from ranged weapons to apply to melee attacks with this weapon. +5% Critical Hit Chance.

Catapult - 2H - Wood + Wood + Wood + Wood + Wood + Wood + Material + Material + Material - -50% Movement. +200m Attack Range. Attacks take a turn to land, but are only noted to enemies by which direction they are going. Must have at least 25m Overhead to operate Catapult. Consumes either Explosive Charges or fabricated Catapult Projectiles. Attacks can target areas rather than units. On landing, Catapult projectiles deal ( 30 / 40 / 50 / 65 / 80 / 100 / 120 / 140 / 175 / 210 / 250 ) damage, then deplete ( 20 / 20 / 20 / 25 / 25 / 25 / 30 / 30 / 30 / 35 / 40 )% of the target's remaining Hit Points, affecting all units, allies and enemies, within 10m of the projectile's landing area. You cannot get Bonus Hits; instead, your Bonus Hit Chance is multiplied by ( 1.50 / 1.75 / 2.00 / 2.25 / 2.50 / 2.75 / 3.00 / 3.25 / 3.50 / 3.75 / 4.00 ) and applied as Critical Hit bonus % damage.

Flamethrower - 2H - Material + Material + Material + Material + Material + Leather - Can Craft Flamethrower Ammunition using Napalm. Each deposit of Napalm transformed yields 5 Flamethrower Ammunition. Upon attack, instead of attacking a target, deals damage in a triangle with one edge on yourself that has sides of ( 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 / 14 / 17 / 20 )m. Each unit hit in the triangle is attacked. You deal + ( -15 / -12 / -9 / -6 / -3 / 0 / 3 / 7 / 12 / 20 / 30 ) Damage to each unit attacked. Units within 3m attacked have ( 2% / 3% / 4% / 5% / 6% / 7% / 8% / 9% / 10% / 12% / 15% ) of their Max Hit Points instantly depleted. Instead of Critical Hits dealing bonus damage, they instead deplete a percentage of all units hit's Hit Points equal to ( Bonus Crit Damage x 0.1 )% of their Max HP. 100% Accuracy.

Railgun - 2H - Material + Material + Material + Material + Material + Material + Leather + Leather + Fasalt + Fasalt - + ( 20 / 32 / 48 / 68 / 92 / 122 / 160 / 206 / 260 / 325 / 410 ) Attack Damage. You Cannot get Bonus Attacks. Upon attack, do not target a unit, instead lay down a line in a direction. You cannot do anything until the end of your next turn. At the end of your next turn, your Railgun will then attack, dealing its attack damage in the line laid down. The line is ( 40 / 45 / 50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 100 )m long. The shot pierces all units, dealing full damage to all collateral targets. On Critical Hit, deplete 40% of your target's Current HP. 95% Accuracy.

Revolver - 1H - Material + Material + Leather - You can have up to six Shots loaded into the Revolver at once. + ( 0 / 1 / 2 / 4 / 6 / 9 / 12 / 16 / 20 / 25 / 32 ) Attack Damage, + ( 5 / 7 / 9 / 11 / 13 / 15 / 17 / 19 / 23 / 26 / 30 )m Attack Range. +20% Bonus Attack Chance. You must consume an attack to reload your Revolver, refilling it to six shots. Each additional shot each turn has -5% Accuracy for each shot you've taken this turn. 85% Accuracy. Begins with Six Shots loaded.

Double Barreled Shotgun - 2H - Material + Material + Material + Material + Material + Leather + Leather + Leather - You can have up to two Shells loaded into the Double Barreled Shotgun at once. + ( 4 / 7 / 10 / 14 / 20 / 28 / 38 / 50 / 65 / 80 / 100 ) Attack Damage. Your attacks deal a bonus +20% damage to enemies for each two meters the target is closer than Max Range from you. + ( 6 / 6 / 8 / 8 / 10 / 10 / 12 / 12 / 15 / 18 / 22 )m Attack Range. +20% Bonus Attack Chance. You must consume an attack to reload your Shotgun, refilling it to two shells. 90% Accuracy.

Heavy Shotgun - 2H - Material + Material + Material + Material + Material + Material + Material + Material + Material - You can have up to eight shells loaded into the Heavy Shotgun at once. -20% Movement. On attack, hit random enemies within a ( 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 14 / 16 )m triangle in front of you with you as one of the corners with ( 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 14 ) pellets, each having its own accuracy roll. Pellets deal - ( 24 / 22 / 19 / 15 / 10 / 5 / 0 / 0 / 0 / 0 / 0 ) Damage. +5% Bonus Attack Chance. You can consume an attack to load up to two shells into the Shotgun. 30% Accuracy.

Amplifying Rod - 1H - Material + Material + Material - Grants you + ( 3 / 5 / 7 / 9 / 11 / 14 / 17 / 20 / 24 / 30 / 40 )m spell range or spell AoE, depending on the spell. Also grants you +10% Overcast chance.