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Appendices

Roles Quick Reference

Adventurous Warrior            
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Ag or Dx 5 min.
  En or St 5 min.
  (other score
  in each pair
  is 4 min.)
Ag or Dx "A"
St or En "A"
(all Physical
codes "C" min.)
Any race with
acceptable
scores and codes;
wealth 7 max.
Trump bonus for
dealings with
common folk;
can aquire role
during play.
Unique quirk or cause.
Archer               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Dx 5 min.
  Pe 5 min.
Ag "C" max.
Dx "A"
Re "C" max.
Sp "C" max.
Human, centaur,
elf, or half-elf.
Trump bonus for
specialty weapon;
can aquire role
during play.
-3 action penalty for
St attack actions at
melee or personal
range.
Barbarian Warrior               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Physical scores
  all 5 min.
  Pe 5 min.
  Sp 5 min.
Dx "B" min.
Re "D" max.
Pe "B" min.
Sp "B" min.
Human, Klar,
Neidar, centaur,
or Kagonesti;
wealth 6 max.
Trump bonus for
home terrain
actions and attacks
with tribal weapons.
-3 action penalty for
in city; no trump
bonus to Pe or Pr
actions in city; cannot
acquire role during play.
Cavalier               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  En 5 min.
  St 6 min.
  Sp 5 min.
  Pr 6 min.
Varied by race Human, half-elf,
Hylar, Qualinesti,
or Silvanesti;
demeanor 5 max.;
wealth 5 min.
Trump bonus to
close range;
can aquire role
during play.
No trump bonus to
gain surprise; owes
40-60 days' service.
Knight of the Lily               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  En 6 min.
  St 6 min.
  Sp 5 min.
  Pr 5 min.
En "A"
St "A"
Re "C" max.
Sp "C" max.
Human or half-elf;
demeanor 5 max.;
nature 4 min.
Trump bonus to
close range, in
melee attacks vs.
Legionnaries, and
for mounted melee
attacks; advancement.
Death if fails to advance;
no trump bonus to resist
mysticism; owes 40-60
days' service; cannot
aquire role during play.
Knight of Solamnia               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  En 6 min.
  St 6 min.
  Sp 5 min.
  Pr 5 min.
En "A"
St "A"
Re "C" max.
Sp "C" max.
Human or half-elf;
demeanor 4 max.;
nature 5 max.
wealth 3 min.
Trump bonus to
close range, in
melee attacks vs.
Dark Knights and
Legionnaries, and
for mounted melee
attacks; also by
order; advancement.
No trump bonus to gain
surprise; Pr falls 1 point
if fails to advance; must
make an action to refuse
a fight or retreat; owes
40-60 days' service;
cannot aquire role during play.
Legionnaire Warrior               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Ag 5 min.
  Dx 5 min.
  En 6 min.
  St 6 min.
  Pe 5 min.
  Sp 4 min.
  Pr 5 min.
Ag "C" min.
Dx "C" min.
En "C" min.
St "C" min.
Dx or St "A"
Re "C" max.
Pe "B" min.
Sp "C" max.
Any race with
acceptable
scores and codes;
wealth 5 max.;
demeanor 6 max.;
nature 6 max.
Trump bonus to
deal with common
folk and in combat
with Dark Knights;
use Pr to aquire
goods in city; can
aquire role during
play; apprentices.
Death if captured by a
Dark Knights; no trump
bonus to deal with Dark
Knights or Solamnics;
apprentices.
Mariner               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Ag 5 min.
  En 4 min.
  Re 5 min.
  Pe 5 min.
Dx "B" min.
En "B" max.
St "B" max.
Human, half-elf,
elf, or minotaur;
demeanor and
nature may differ
by no more than 2.
Trump bonus for
actions at sea or
related to ships.
-3 St or Ag action
penalty in land combat;
cannot aquire role
during play without
sea background.
Mercenary Warrior               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  All Physical
  scores 4 min.
  Dx or St 5 min.
  En 6 min.
  Sp 6 max.
All Physical
codes "C" min.
Dx or St "A"
Re "B" max.
Sp "C" max.
Any race with
acceptable
scores and codes
Action to gain
trump bonus
in battle; can
aquire role
during play.
No trump bonus
for Pr actions
except to resist mysticism.
Rider               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Ag 5 min.
  Dx 5 min.
  En 6 min.
  St 6 min.
  Pe 5 min.
Dx or St "A"
(other code
in the pair
is "B" min.)
En "B" max.
Re "D" max.
Sp "B" max.
Barbarian
human only;
wealth 3 max.
Trump bonus
for mounted
maneuvers and
attacks; begins
play with light
horse.
-3 St and Ag action
penalty when fighting
on foot; cannot acquire
role during play.
Rogue Knight               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  En 6 min.
  St 6 min.
  Sp 5 min.
  Pr 5 min. but
  Pr 8 max.
En "A"
St "A"
Re "C" max.
Sp "C" max
Human
or half-elf;
demeanor 5 max.;
nature 5 max.;
wealth 3 max.
Trump bonus
when fighting
Dark Knights,
for Pr actions
to impersonate a
Dark Knight, and
for mounted melee
attacks; can aquire
role during play.
No trump bonus to
resist mysticism; death
if captured by Dark
Knights; must have
been a Dark Knight to
aquire role during play.
Warrior-Mystic               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Ag 5 min.
  En 5 min.
  St 7 min.
  Sp 7 min.
En "C" max.
St "B" min.
Re "C" max.
Sp "B" min.
Human, half-elf,
Kagonesti, Hylar,
Klar, Neidar,
or Daewar;
1 required sphere.
Trump bonus for
combat spells and
unarmed attacks;
can aquire role
during play.
Forbidden spheres;
no trump bonus for
attacks at far missile
range.
Warrior-Sorcerer               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Ag 5 min.
  En 5 min.
  St 7 min.
  Sp 7 min.
Dx "C" max.
St "B" min.
Re "B" min.
Sp "C" max.
Human, half-elf,
Silvanesti, or
Qualinesti;
1 required school.
Trump bonus for
combat spells;
can aquire role
during play.
Forbidden schools;
no trump bonus for
thrown/missile weapons;
no shield allowed.
Yeoman               
  Ability Scores Ability Codes Other Req's Advantages Disadvantages
  Ag 5 min.
  Dx 5 min.
  En 6 min.
  St 6 min.
  Pe 5 min.
Dx or St "A"
(other code
is "B" min.)
En "C" max.
Re "B" max.
Pe "B" min.
Sp "B" max.
Human, Neidar,
elf, or half-elf;
nature 3 max.;
wealth 5 max.
Trump bonus to
gain or avoid
surprise outdoors
and for Re and Pe
actions to follow
a path or trail.
-3 action penalty
when outdoors or
underground;
cannot aquire role
during play.

Solamnic Circles

As described in Chapter Two, the Knights of Solamnia have members assigned to posts across much of Ansalon. Basic information on the best known circles of Solamnic Knights appears in this appendix. Each circle's entry includes a brief description of its Senior Knight, its wealth score, and a note about the local situation. The Solamnics establish circles only in settled areas, and there are none south of Haven or east of Lemish.

Castle Eastwatch (Wealth 5)

Castle Eastwatch was the Knights' outpost where Sturm Brightblade and Sir Derek Crowngard brought the Dragon Orb recovered from the Icewall during the War of the Lance. Currently, this circle's garrison keeps watch over the White Dragon and stands ready to aid Silvamori and Qualimori, should the need arise.

Riva Silverhlade: Human elder female, impulsive demeanor, Champion.

Location: West coast of Southern Ergoth, Gellidus's realm.

Castle Uth Wistan (Wealth 9)

The Knights stationed at the Order's headquarters - Castle Uth Wistan and nearby Whitestone Glade - form the Grand Circle. The Uth Wistan family still owns the castle proper, but a series of extensions and outer works have sprung up around the ancient fortress to provide administrative space.

Liam Ehrling: Human elder male, commanding demeanor, Hero, 2.

Location: Southwestern Sancrist Isle, realm of Gunthar.

Gwynned (Wealth 6)

The Knights have made Gwynned into a fortified port town with a large garrison capable of defending against a siege of almost any length. This force can move quickly by land or sea to any trouble spot along the coasts of western Ansalon. Sir Creigh Markward is quite young to head such a key circle; his Knights are very proud of him.

Creigh Markward: Human young adult male, motivated demeanor, Master.

Location: Southwestern portion of Northern Ergoth, realm of Ergoth.

Hargoth (Wealth 3)

The circle in Hargoth operates clandestinely to support Knights in Palanthas by gathering information, shipping supplies, and providing an escape route for those in danger of capture. Hargoth has no actual outpost, just several temporary dockside hideouts. Robinia Rauxnuur and those under her command move frequently. They know every inch of Hargoth's waterfront, as well as secret overland routes to Palanthas.

Robinia Rauxnuur: Human young adult female, cautious demeanor, Champion.

Location: Northern Coastlund, realm of Khellendros.

Haven (Wealth 5)

Rumor has it that Sir Ancell Brightblade, leader of the circle in Haven, is the illegitimate son of Sturm Brightblade, a Hero of the Lance. In fact, Ancell's grandfather was Sturm's cousin - Ancell is much too young to be Sturm's child. The Knight endures gossip about his family with good humor, however. His circle has built a small castle, from which the Knights watch the Qualinesti border and guard the road to Solace.

Ancell Brightblade: Human adult male, calm demeanor, Champion.

Location: Just north of Qualinesti, realm of Abanasinia.

Lemish (Wealth 4)

The Knights established an outpost in Lemish shortly after the Council of Last Heroes. The city had previously been occupied by several wings of Knights of Takhisis. While the common folk definitely prefer the Solamnics, a substantial minority advocates complete independence from Solamnia. The garrison and fortifications here form the Knights' main defense against invasion from the goblins of Throt to the east.

Genia Castlemore: Human adult female, cantankerous demeanor, Champion.

Location: East of Kaolyn, west of Throt, realm of Solamnia.

Merwick (Wealth 3)

A small castle in the port of Merwick helps the Knights at Castle Eastwatch patrol the strait between the isle of Cristyne and Southern Ergoth. The garrison stands ready to support Castle Eastwatch if Gellidus or his minions attack. The Knights of Merwick also help the Kagonesti fend off attacks from the giants and ogres living in the mountains. The Senior Knight serves as the Knighthood's chief diplomat to the Kagonesti elf exiles living on Cristyne.

Ginervra Northwell: Human adult female, compassionate demeanor, Adventurer.

Location: East coast of the isle of Cristyne, realm of Gunthar.

North Keep (Wealth 3)

The Solamnic circle at North Keep is the hereditary demesne of the Mantilla family. Owen Mantilla - while not yet the warrior his father, Gustave, was - has a cheerful and open manner that makes him far more popular than his sire. (Nordmaar's capital is also called North Keep.)

Owen Maritilla: Human middle-aged adult male, gregarious demeanor, Adventurer.

Location: North coast of the New Sea, realm of Abanasinia.

Palanthas (Wealth 4)

The circle at Palanthas is the largest, most active clandestine Solamnic group. Acting on information supplied by Palin and Usha Majere, the Knights have carefully insinuated themselves into every aspect of the occupied city's life. Sir Eben Colfax, its commander, poses as a wealthy socialite who could care less about who controls Palanthas, so long as the city is spared destruction. The Knights use the city's sewer system to move about secretly - much to the chagrin of local thieves - and have either disrupted or coopted most of the underground network the Knights of Takhisis once maintained in the city.

Eben Colfax: Human adult male, courageous demeanor, Master.

Location: On the Bay of Branchala, realm of Khellendros.

Qualimori (Wealth 2)

The Knights have maintained a small outpost in the elf city of Qualimori ever since the close of the War of the Lance to keep up diplomatic ties and help protect refugees moving between Qualinesti and Southern Ergoth. With the occupation of Qualinesti by Beryllinthranox and her Dark Knight agents, relations between the elves and the Solamnics have grown strained. The garrison's chief duties are assisting the elves with defense and keeping an eye on Gellidus.

Buiron Orne: Human adult male, demanding demeanor, Adventurer.

Location: On Thunder Bay in Southern Ergoth, realm of Gellidus.

Ravenshadow's Keep (Wealth 4)

The Knighthood's mountain fortress of Ravenshadow's Keep guards the Kaolyn dwarves' underground city of Garnet. Patrols from the Keep guard all the key mountain passes to keep them clear in the event of an invasion. The Knights and the local dwarves also organize caravans that keep steel, silver, and copper flowing from Garnet to Solamnia and Abanasinia. Couriers mounted on pegasi maintain regular contact with Solanthus and Lemish.

Heall Molton: Human middle-aged male, reserved demeanor, Champion.

Location: Garnet Mountains west of Lemish, realm of Solamnia.

Sanction (Wealth 4)

The clandestine circle at Sanction is the Order's easternmost outpost, established during the War of the Lance, when Whitestone forces occupied the city. As the Solamnic Knights ceded Sanction to the Dark Knights at the Council of Last Heroes, they are not to interfere when the Knights of Takhisis take the city.Several years ago, however, a group of hot-headed young Knights joined a group of equally impetuous Legionnaires and attempted a raid on the Dark Knight army surrounding the city. All the raiders were killed, and the Grand Master was forced to declare that the Knights had disobeyed their orders. Since then, the Knights have returned to Sanction secretly, ostensibly to keep watch on the dark paladins.

Karine Thasally: Half-elf young adult female, confident demeanor, Champion.

Location: In the Khalkist Mountains on the eastern shore of the New Sea.

Schallsea (Wealth 5)

The Knights have charged Camilla Weoledge, a self-made adventurer who won her spurs during the Dragon Purge, with the defense of Schallsea and the safety of Goldmoon and the Citadel of Light. She has taken to her duties with relish.

Camilla Weoledge: Human adult female, stubborn demeanor, Master.

Location: Port on Schallsea's western shore.

Silvamori (Wealth 2)

The Knights founded their Silvamori circle after the War of the Lance to foster goodwill and cooperation with the Silvanesti. The elves, however, have never been anything but aloof and coldly polite to them. The garrison keeps a lookout for any hostile moves from Gellidus and tries to stay out of the elves' way as much as possible.

Terrye Pontuwurt: Human adult female, merciful demeanor, Adventurer.

Location: On Thunder Bay in Southern Ergoth, realm of Gellidus.

Solace (Wealth 4)

The Solamnics consider Solace a city of great importance, as it is the childhood home of Sturm Brightblade - one of the most renowned Knights in recent memory - and the site of the Tomb of the Last Heroes. The Knights of Solace guard the Tomb around the clock and assist the city watch with defense and security. Undoubtedly, they also monitor the activity at the Legion of Steel headquarters, also located in Solace. Brawls between rowdy young Legionnaires and quick-tempered young Knights once were fairly frequent, but today the Knighthood takes care to post only seasoned, level-headed Knights to this circle.

Clive Ocre: Human adult male, serious demeanor, Champion.

Location: In the Sentinel Peaks north of Haven, realm of Abanasinia.

Solanthus (Wealth 9)

The circle at Solanthus is second in importance only to the Grand Circle at Castle Uth Wistan. However, the Knights remain painfully aware that Solanthus, the capital of Solamnia, has fallen to enemies twice: once during the War of the Lance and again to Lord Ariakan. Vowing not to let the capital fall again, they raised new fortifications that rival any on Ansalon. Solanthus is the base for the Knighthood's defenses on mainland Ansalon, and this circle's Senior Knight - a Warrior Lord - commands Solamnia's defense.

Matelda Bretel: Human elder female, imperial demeanor, Hero.

Location: North of Garnet range in Heartlund, realm of Solamnia.

Creating an Army

When a player or Narrator doesn't want to use the standard armies in Chapter Five, he can create custom armies. All he needs is paper and pencil, though a caclulator will help speed the process and reduce arithmetic errors.

Base Power

To figure a new army's Base Power, first determine how many creatures are in the army and what type of creatures they are. Then multiply the Coordination and Physique scores of every individual creature in the army and add all the values together. (To find a hero's Coordination, figure the average of his Agility and Dexterity ability scores; Physique is the average of a hero's Endurance and Strength.) Round all fractions down after multiplying. For example, say Zuzaan, a Knight of Takhisis, is a hero and army commander.

Zuzaan: Human female adult, brutal demeanor, Master, Ag 6C, Dx 5C, EN 7A, St 8A, Re 5C, Pe 7A, Sp 6C, Pr 7A.

Zuzaan would contribute 41 points to her army's base power:

- Ag 6 + Dx 5 = 11 - 2 = 5.5 Coordination.
- En 7 + St 8 = 15 - 2 = 7.5 Physique.
- Co 5.5 x Ph 7.5 = 41.25, rounded down to 41.

If Zuzaan led the army of Dark Knights, brutes, and draconians used as an example in Chapter Five, the base power calculations would be as follows:

Creatures    Scores    Calculations       Total
Zuzaan Co 5.5, Ph 7.5 5 x 8 x 1 = 41
Zuzaan's war horse Co 9, Ph 16 9 x 16 x 1 = 144
100 Dark Knights Co 6, Ph 7 6 x 7 x 100 = 4200
100 war horses Co 9, Ph 16 9 x 16 x 100 = 14400
200 brutes Co 6, Ph 11 6 x 11 x 200 = 13200
10 mammoths Co 6, Ph 45 6 x 45 x 10 = 2700
50 Baaz draconians Co 8, Ph 6 8 x 6 x 50 = 2400
50 Kapak draconians Co 8, Ph 6 8 x 6 x 50 = 2400
39485 Base power

Average Coordination

To determine an army's Average Coordination, add up the Coordination scores of all the creatures in it who are maneuvering and divide by the number of creatures. Only individuals actually involved in movement contribute their values; troops riding mounts into battle are not included in the calculation, only their mounts are. Round all fractions of 0.5 or less down, round fractions of more than 0.5 up.

The calculation for Zuzaan's sample army would be as follows:

Creatures    Scores    Calculations       Total
Zuzaan's war horse Co 9 9 x 1 = 9
100 war horses Co 9 9 x 100 = 900
200 brutes Co 6 6 x 200 = 1200
10 mammoths Co 6 6 x 10 = 60
50 Baaz draconians Co 8 8 x 50 = 400
50 Kapak draconians Co 8 8 x 50 = 400
Total 411 2969 Co Scores

Then, find the average (total Coordination divided by number of creatures):

  2,969 / 411= 7.22, rounded down to 7.

Average Coordination 7

Average Physique

To determine an army's average Physique, add up the Physique scores of all the creatures in it and divide by the number of creatures Round all fractions of 5 or less down, and round fractions of more than 0.5 up.

The calculation for the sample army would be as follows:

Creatures    Scores    Calculations       Total
Zuzaan Ph 7.5 7.5 x 1 (rounded) = 7
Zuzaan's war horse Ph 16 16 x 1 = 16
100 Dark Knights Ph 7 7 x 100 = 700
100 war horses Co 9, Ph 16 16 x 100 = 1600
200 brutes Ph 11 11 x 200 = 2200
10 mammoths Ph 45 45 x 10 = 450
50 Baaz draconians Ph 6 6 x 50 = 300
50 Kapak draconians Ph 18 18 x 50 = 900
Total 512 6173 Ph scores

Then, find the average (total Physique divided by number of creatures):

  6173 / 512 = 12.06, rounded down to 12.

Average Physique 12

Command Score

As noted in Chapter Five, an army s command score is equal to its commander s Presence score. The sample army s commander, Zuzaan, has a Presence score of 7, giving the army a command score of 7 as well.

Command Hand

Chapter Five explains that the player of the army commander discards his hero s Hand of Fate at the start of a mass combat and draws a Command Hand equal in size to his normal Hand of Fate. Due to her reputation of Master, Zuzaan earns her player a Command Hand of six cards to resolve the actions of her army.

Final Power

As described in Chapter Five, the army commander s Presence code modifies the army s base power. Because Zuzaan has a Presence code of A her army receives a bonus of one quarter its base power In this case, multiplying the base power by 1.25 yields the final power rating (round all fractions down)

  Base power 39485 x Presence modifier 1.25 = 49356.25 rounded down to 49356.

Final power (no fortification) 48168.

An army's base power is also adjusted if it emoys the benefits of a fortification If Zuzaan s army occupied a fortified city, it would gain a bonus of 10000 points to its base power (see the description on page 84)

  49356 + 10000 = 59356.

Final power (with fortification) 59356

New Weapons

   Weapon    Type    Class    Dmg    Special Race    Other
Short    Bear claws+    Personal    VL    +1    None    N/A
Range    Garrote+    Personal    VL    +1    None    N/A
   Belaying pin+    Melee*    VL    +1    Sea barbarian    N/A
   Death's tooth kala+    Melee    VL    +2    None    N/A
   Mallet+    Mallet*    VL    +2    Kagonesti    N/A
   War pipe+    Melee    VL    +2    Mtn. barbarian    N/A
   Weighted sash+    Melee    VL    +2    None    N/A
   Whippik+    Melee***    VL    +2    Kender    N/A
   Fang+    Melee    L    +2    Sea barbarian    N/A
   Caff+    Melee    L    +3    Dwarf    N/A
   Soris+    Melee    L    +3    Elf    N/A
   Teeth chain+    Melee    L    +3    None    N/A
   Hookshaft++    Melee    M    +4    None    N/A
   Hoopak++    Melee***    M    +4    Kender    N/A
   War club+    Melee    M    +4    Kagonesti    N/A
   Gnome pick+    Melee    M    +5    Gnome    N/A
   Sabre+    Melee    M    +5    Sea barbarian    N/A
   Crook blade+    Melee    H    +6    None    N/A
   Frostreaver++    Melee    VH    +8    Ice barbarian    N/A
   Tessto+    Melee    VH    +9    Minotaur    N/A
Missile    Lasso+    Thrown    VL    -    None    N/A
Range    Ice flask+    Thrown    VL    +1    Ice barbarian    N/A
   Bolas+    Thrown**    L    +2    None    N/A
   Throwing stick+    Thrown    L    +2    Plains barbarian    Also thrown at
far missile range
   Ice grenade+    Thrown    L    +2    Ice barbarian    N/A
   Throwing stone+    Thrown    L    +2    Ice barbarian    N/A
   Throwing blades+    Thrown    L    +3    None    N/A
   Oil flask+    Thrown    L    +3    None    N/A
   Pellet bow++    Missile    L    +2    Mtn. barbarian    N/A
   Ice crossbow+    Missile    M    +4    Ice barbarian    N/A
   Singing bow++    Missile    VH    +9    Centaur    N/A
Mounted    Light lance+    Mounted    H    +9    None    N/A
   Heavy lance+    Mounted    VH    +10    None    N/A
   Aerial lance+    Mounted    VH    +11    None    N/A
Improv.    Cup/Mug+    Melee*    VL    +0 (+2)    None    Ph 5
   Bottle+    Melee*    VL    +1    None    Ph 6
   Lantern+    Thrown**    VL    +1    None    Ph 6
   Torch+    Melee*    VL    +1 (+4)    None    Ph 8
   Platter/Tray+    Melee*    L    +3    None    Ph 21o
   Tankard/Jug+    Melee*    L    +3    None    Ph 9
   Poker/Candlestick+    Melee*    L    +4    None    Ph 36y
   Stool+    Melee*    M    +4    None    Ph 16
   Skillet+    Melee*    M    +2    None    Ph 25y
   Table leg+    Melee*    M    +4    None    Ph 12
   Chair++    Melee*    H    +5    None    Ph 15
   Table++    Melee*    H    +5    None    Ph 18
   Bucket/Keg++    Melee*    H    +5    None    Ph 20
   Bench++    Melee*    VH    +6    None    Ph 18
   Small strongbox++    Melee*    VH    +7    None    Ph 42
   Chandelier++    Melee*    -    +10    None    Ph 15
   Bookcase++    Melee*    -    +15    None    Ph 20
Shileds    Buckler+    Melee*    VL    -    None    Att. Bonus 1
   Kite+    Melee*    L    +1    None    Att. Bonus 2
   Target+    Melee    M    +2    None    Att. Bonus 3
   Horse+    Melee    H    +3    None    Att. Bonus 4
   Tower+    Melee    VH    +4    None    Att. Bonus 5

+ Requires only one hand to use.
++ Requires two hands; no shield allowed.
* Also can be thrown.
** Also usable in melee combat.
*** Also can hurl missiles.
y Suffers no damage when used against unarmored opponents.
o Suffers no damage when used as a weapon, breaks only when attacker suppers a mishap.

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