Might Makes Right

Weapon Price List

Here are listed the weapons available to purchase from Might Makes Right, along with any restrictions on the ability of a character to equip or even lift such items.



arrows

Description: Projectile consisting of a length of wood with fins (called fletching) made of feathers along one end to stabilize flight and either a sharpened tip or metal (typically iron) head on the business end. Useful for getting your point across over long distances. Note: Must be used with the '!itemuse arrows' command as each individual arrow is single-use. Usable with any bow (but not crossbows) and the atlatl. Sold in lots of 10.
Strength (STR) Required: 0
Attack Modifier: 0
Equipment Slots Used: 1
Number of Uses: 10 (0 = unlimited)
Two-Handed? No
Weapon Class:
Price: 2.00 Mehrials

atlatl

Description: A throwing device typically made of a shaped length of wood or bone about the length of the user's arm, though shorter and longer variants do exist, with have a small spur on one end. This weapon is used to impel projectiles with greater strength and force than what can usually be done by hand. Note: Requires either arrows or darts to use. Enchantments placed upon this weapon such as +ATK stack with enchantments upon projectiles fired by this weapon.
Strength (STR) Required: 8
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 45.00 Mehrials

Ballista

Description: A mounted, overly large crossbow that fires their own overly large bolt-like projectiles. This particular variant is designed to be used only upon ships and is quite useful for punching holes into either hulls or through people. Note: Requires ballista bolts or caged fire ballista bolts to use. Takes 2 turns to reload. Only the one firing the ballista needs to meet this weapon's STR requirements, meaning those low on STR can still assist with the loading of the weapon. Enchantments placed upon this weapon such as +ATK stack with enchantments upon projectiles fired by this weapon. Deals double damage to individuals.
Strength (STR) Required: 30
Attack Modifier: 15
Equipment Slots Used: 0
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class:
Price: 850.00 Mehrials

Ballista Bolt

Description: A four foot long bolt that is fired from a ballista and are sold in batches of 10. It is often advised to try not to catch one fired from a ballista. Note: Must be used with the '!itemuse ballista bolt' command as each individual bolt is single-use. Can only be used by the ballista.
Strength (STR) Required: 0
Attack Modifier: 5
Equipment Slots Used: 0
Number of Uses: 10 (0 = unlimited)
Two-Handed? Yes
Weapon Class:
Price: 300.00 Mehrials

Bardiche

Description: A polearm weapon with a single-edged blade upon the end. Standard bardiche has a broad axe-shape, but this weapon also serves as a stand-in for other single-edged bladed polearms such as the sovnya, naginata, voulge, etc... Notes: Not usable by Rangers.
Strength (STR) Required: 18
Attack Modifier: 4
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 85.00 Mehrials

bastard sword

Description: A two-edged straight sword that is typically larger than many longswords in both blade and grip. While the extended grip allows for the use of a second hand the blade is still short enough to allow this weapon to be used in a single hand for those talented (and strong) enough. Due to being able to be wielded in one or two hands this sword is also known as a 'hand-and-a-half' sword.
Strength (STR) Required: 20
Attack Modifier: 4
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: C
Price: 110.00 Mehrials

battle axe

Description: A large axe with a long handle meant to be wielded two-handed. While similar to a woodsman's axe the single-edged metal head is thinner and shaped to better cut down people instead of trees. Notes: Can be thrown. Not usable by Rangers.
Strength (STR) Required: 24
Attack Modifier: 4
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 100.00 Mehrials

buster sword

Description: An long, weighty single-edged sword capable of landing powerful attacks capable of cleaving limbs and heads off of much larger foes. This weight comes at the cost of making the weapon slower and more difficult to manipulate in a fight.
Strength (STR) Required: 34
Attack Modifier: 7
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: D
Price: 325.00 Mehrials

Caged Fire Ballista Bolt

Description: A variant of the ballista bolt that has an iron cage behind the tip that is designed to be filled with hot coals. When in flight the rushing air stokes coals and to show your burning hatred, capable of quite effectively starting fires upon and enemy vessel, especially should it strike a sail.Note: Must be used with the '!itemuse caged fire ballista bolt' command as each individual bolt is single-use. Can only be used by the ballista.
Strength (STR) Required: 0
Attack Modifier: 5
Equipment Slots Used: 0
Number of Uses: 10 (0 = unlimited)
Two-Handed? Yes
Weapon Class:
Price: 400.00 Mehrials

club

Description: A club. Perhaps the simplest and most basic weapon outside of a rock or your fist. The variant sold by the Might Makes Right is made of hardened wood so not to break when used to knock out a 'soon-to-be-mate' or club a hapless creature for their fur or meat.
Strength (STR) Required: 2
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 25.00 Mehrials

composite long bow

Description: A recurve bow made of wood laminated with other materials to stiffen and strengthen the limbs. Making this weapon more compact and more powerful than the regular long bow but requiring great strength to use. Preferred by mounted archers. Notes: Requires arrows to use. Enchantments placed upon this weapon such as +ATK stack with enchantments upon projectiles fired by this weapon.
Strength (STR) Required: 26
Attack Modifier: 5
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 250.00 Mehrials

cross bow

Description: A projectile weapon composed of a wooden stock with stiff bow-like limbs on either side and a metal trigger underneath. To use one draws the string back to a latch that holds the string until the trigger is pulled. While more mechanically complex the design makes the crossbow simpler and easier to use, this and it being a bit more sturdier than a bow makes it popular among common infantry. Notes: Requires crossbow bolts to use. Enchantments placed upon this weapon such as +ATK stack with enchantments upon projectiles fired by this weapon.
Strength (STR) Required: 8
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 105.00 Mehrials

crossbow bolts

Description: While similar in many ways to an arrow, the crossbow bolt is shorter in length and made of stiffer wood with more solid points. Notes: Must be used with the '!itemuse Crossbow Bolts' command as each individual bolt is single-use. Usable with any cross bow. Sold in lots of 10.
Strength (STR) Required: 0
Attack Modifier: 0
Equipment Slots Used: 1
Number of Uses: 10 (0 = unlimited)
Two-Handed? No
Weapon Class:
Price: 2.00 Mehrials

crusher axe

Description: A heavy axe with a large broad head, shaped and weighted to crush armor and shear through flesh and bone with a single swing. While this weight makes the weapon awkward to use landing a blow can bring a fight to a swift and bloody end.
Strength (STR) Required: 30
Attack Modifier: 6
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: D
Price: 325.00 Mehrials

crystal sword

Description: An unusual sword that is typically just a bit shorter than the typical long sword with a highly polished blade of a mystical quartz like composition. It is a wonder to behold and terrifying to fight against due to an impossibly sharp edge that does not dull. Only torian smiths are capable of crafting this blade, with the most boasted explanation being their divine heritage making it possible. This claim seems to have some potential truth due to the fact that this extremely temperamental blade tends to shatter when used unless wielded by a torian or a paladin, the latter known to be the sword and shields of the gods. Notes: Can only be used by the torian race or the paladin class.
Strength (STR) Required: 26
Attack Modifier: 9
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class:
Price: 2000.00 Mehrials

dagger

Description: In its most common form the dagger is a straight iron blade with two edges and a sharp tapered point roughly the length of a long knife. Countless variations of this weapon exist however, and can be considered a catch-all for a small bladed weapon. Includes throwing knives, dirks, stilettos, kunai, kris, and far, far more. Notes: Can be thrown. Starting weapon that can be selected during character creation.
Strength (STR) Required: 1
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 15.00 Mehrials

Darts

Description: Also known as war darts, the dart is most simply described as a giant arrow, or a thin javelin-like spear with fletching. Typical lengths rival if not exceed the wielder's height but due to design they are still light enough to fly far with a good throwing arm or atlatl. Notes: Must be used with the '!itemuse Darts' command as each individual dart is single-use. Meant to be used primarily for ranged physical attacks. Can be thrown or used with the atlatl. Sold in lots of five.
Strength (STR) Required: 8
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 5 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 30.00 Mehrials

Drak Sen Stinger

Description: A leather sheath with spikes for attaching to the tip of a drak'sen's tail to give it a little extra 'bite' when used to smack someone getting a little too friendly with your behind. Notes: Can only be used by the drak'sen race.
Strength (STR) Required: 6
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 85.00 Mehrials

Elven warbow

Description: A long recurve bow usually as tall as the wielder. This warbow is an elegant, beautiful and deadly weapon, perfect for those who are most commonly seen wielding such a weapon. While secrets of its crafting is closely guarded by the elves the fact that it is made of three rare kinds of wood is impossible to miss and those who have had the privilege of using this weapon speak of how much easier it is to draw while packing the same power as the most powerful bows made of men. Due to its design such a weapon requires a fair bit of practise and skill, unlike the composite bow which rely more on raw strength. Notes: Can not be purchased at the MMR, requires a good story or Sylvan or High elven race for acquisition.
Strength (STR) Required: 18
Attack Modifier: 5
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 750.00 Mehrials

flail 1 headed

Description: A long handle with a chain connecting some heavy weight at the end. Generally this weight is spherical with spikes or raised bits to provide for bashing, though it can vary.
Strength (STR) Required: 4
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 20.00 Mehrials

flail 2 headed

Description: See Flail 1 headed, add a second chain and weight for a bit more striking power.
Strength (STR) Required: 5
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 40.00 Mehrials

flail 3 headed

Description: "See Flail 1 headed, add a third chain and weight to really get your point across."
Strength (STR) Required: 6
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 60.00 Mehrials

flail 4 headed

Description: See Flail 1 headed, add a fourth chain and weight for when you just can't have enough.
Strength (STR) Required: 8
Attack Modifier: 4
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 80.00 Mehrials

flamberge

Description: A double-edged sword roughly bastard sword in length with multiple small curves in the blade, giving it a waviness reminiscent of a flame. Notes: Not usable by Rangers.
Strength (STR) Required: 18
Attack Modifier: 4
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: C
Price: 200.00 Mehrials

glaive

Description: Like the goblins, the glaive was once elven but was remade into something more brutish and barbaric. The glaive is a single-edged sword with a broad, straight-backed blade with a curved edge and rounded point that runs a little longer than most standard short swords in length. Made of a single piece of metal with no crossguard nor pommel, the glaive has instead spike-like flares above and below the simple grip that give the weapon more flexibility in a fight. Furthermore, notches, hooks or serrations designed to snag and grab or tear at clothing, weapons and even flesh are common additions to the back of the blade to give the goblin glaive even more 'utility'.
Strength (STR) Required: 9
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 50.00 Mehrials

Great hammer

Description: A large two-handed warhammer not unlike a sledgehammer. Weighty, difficult to wield, requiring great strength and skill to swing without the hammer swinging you instead but unrivaled in pure destructive crushing force.
Strength (STR) Required: 38
Attack Modifier: 8
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: D
Price: 425.00 Mehrials

great scimitar

Description: A larger and broader version of the scimitar, capable of being wielded with either one or two hands.
Strength (STR) Required: 18
Attack Modifier: 4
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: D
Price: 110.00 Mehrials

great sword

Description: One of the largest of swords, challenged only by the buster sword in size, the great sword's full length including hilt and pommel is roughly as long as the wielder is tall. The straight double-edged blade is is dull along the first quarter nearest the hilt allowing the wielder an additional handhold for better leverage and control in a fight. Large in size, well-balanced with the flexibility it offers in a fight makes the Great Sword arguably the most superior of all bladed weapons.
Strength (STR) Required: 36
Attack Modifier: 8
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: D
Price: 450.00 Mehrials

halberd

Description: A polearm consisting of a sturdy wooden shaft roughly a head taller than the wielder and topped with an single headed axe and long, thin spear point. A smaller spike or hook to form the 'back' of the axe head is also common. Notes: Not usable by Rangers.
Strength (STR) Required: 16
Attack Modifier: 3
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 90.00 Mehrials

hammer

Description: A hammer, one that is shaped and reinforced to be more useful against the head of an angry barbarian than the head of a nail, but still a hammer. Notes: Can be thrown. Starting weapon that can be selected during character creation.
Strength (STR) Required: 3
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 30.00 Mehrials

hand axe

Description: A smaller hatchet-like axe. Designed to be wielded in one hand and balanced to be effective in both melee and as a thrown weapon. Notes: Can be thrown. Not usable by Rangers.
Strength (STR) Required: 8
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 45.00 Mehrials

heavy cross bow

Description: A more powerful version of the crossbow providing for better range and damage, practically a portable ballista. Due to this added power a portable winch is required to draw the string back and arm the weapon, making it slow and cumbersome to arm. Notes: Takes one turn to load before it can be fired. Can be loaded before combat.
Strength (STR) Required: 22
Attack Modifier: 5
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 210.00 Mehrials

iron claw paired

Description: The paired variant of Iron Claw Single. Notes: As this is a separate entry to Iron Claw Single, -BOTH- claws must be used. One can not alternate between the paired and single variant.
Strength (STR) Required: 5
Attack Modifier: 2
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 50.00 Mehrials

iron claw single

Description: Quite popular among the catfolk, especially for those less magically inclined, the iron claw can take multiple forms but have the same effect in a fight. The most common variants are: knuckle dusters with a long bladed edge that sticks out to long singular 'claw' that extends below the wielder's fist. A glove that has a metal plate upon the palm with several shorter 'claws' sticking out (useful for climbing). A gauntlet with two to four spikes that stick out from between the wielder's fingers.
Strength (STR) Required: 5
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 35.00 Mehrials

katana

Description: The weapon of choice among those of the Ktechlahan Tribe, the Katana is an iron blade with a single steel edge in between a long sword and bastard sword in length and has a soft curve along the entirety of the blade due to the forging process. A circular or square guard protects the wielder's hand and the long grip easily allows for two-handed use.
Strength (STR) Required: 9
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 85.00 Mehrials

knuckle dusters

Description: A piece of metal rounded and with several holes meant to fit around fingers, designed to fit comfortably in one's fist and give one a little extra 'punch'. Useful for getting one's point across in a fistfight and for interrogations
Strength (STR) Required: 3
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 30.00 Mehrials

kopis

Description: Bronze blade, with the point curving away from the wielder. The sharp edge would be on the inside, concave part of the curve.
Strength (STR) Required: 5
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 35.00 Mehrials

lance

Description: The Lance in its most basic form is a sturdy spear long enough to be effective against foes when mounted, be it on horse, jhore, mephos or other rideable beasts. A small circular plate where one holds the weapon is a common addition to help prevent one's hand from sliding up the weapon when giving your point at charging speeds. While overlong and awkward, it can still be used to a lesser effect when on foot.Notes: Doubles as a spear (ATK 3) when dismounted. Not usable by Rangers.
Strength (STR) Required: 22
Attack Modifier: 5
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 90.00 Mehrials

long bow

Description: A basic bow that gets its strength from its size, that is being roughly the height of the user. Notes: Requires arrows to use. Enchantments placed upon this weapon such as +ATK stack with enchantments upon projectiles fired by this weapon.
Strength (STR) Required: 18
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 150.00 Mehrials

long sword

Description: The long sword is a common term for a straight, double-edged one-handed sword with a blade roughly between the length of the wielder's arm to a little shorter than a bastard sword's. The standard sword for knights.Notes: Starting weapon for knights, granted by Ops after character creation and approval.
Strength (STR) Required: 6
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 60.00 Mehrials

mace

Description: A mace in its simplest form is a metal ball on a wooden or metal shaft made for crushing heads in. Common variants tend to change the shape of the head or add flanges for a little extra punch, but in all cases it is a wood or metal stick with a weight on the end to smash things.
Strength (STR) Required: 8
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 50.00 Mehrials

maul

Description: A rather large and unwieldy two-handed hammer, the head is generally a large block of wood a little larger than the wielder's head attached to a long handle used for smashing. Quite fun to use on watermelons. Notes: Not usable by Rangers.
Strength (STR) Required: 26
Attack Modifier: 4
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 90.00 Mehrials

metal stave

Description: A quarterstaff made of metal.
Strength (STR) Required: 8
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 60.00 Mehrials

mithril bastard sword

Description: A bastard sword made of mithril. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 16
Attack Modifier: 5
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: C
Price: 550.00 Mehrials

mithril dagger

Description: A dagger made of mithril. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 1
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 200.00 Mehrials

mithril long sword

Description: A long sword made of mithril. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 5
Attack Modifier: 4
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 350.00 Mehrials

Mithril Pick

Description: A pick made of Mithril. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 9
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 275.00 Mehrials

Mithril rapier

Description: A rapier made from mithril. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 4
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 300.00 Mehrials

mithril scimitar

Description: A scimitar made of mithril. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 8
Attack Modifier: 4
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 350.00 Mehrials

mithril short sword

Description: A short sword made of mithril. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 4
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 250.00 Mehrials

mithril spear

Description: A spear with a mithril head. Notes: Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 8
Attack Modifier: 4
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 175.00 Mehrials

mithril tipped arrows

Description: A set of arrows with mithril heads. Notes: Sold in lots of 10. Can can be retrieved after combat, making these arrows re-usable (Though each arrow can only be used once per combat). Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 0
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 10 (0 = unlimited)
Two-Handed? No
Weapon Class:
Price: 102.00 Mehrials

mithril tipped bolts

Description: A set of bolts with mithril heads. Notes: Sold in lots of 10. Can can be retrieved after combat, making these bolts re-usabl e(Though each bolt can only be used once per combat). Comes pre-enchanted with +1ATK, this enchantment can be added on or reset to +1, but never removed. The +1 is already calculated into the ATK modifier of the weapon.
Strength (STR) Required: 0
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 10 (0 = unlimited)
Two-Handed? No
Weapon Class:
Price: 102.00 Mehrials

morning star

Description: A mace with the addition of spikes to add a little stabby with the smashy.
Strength (STR) Required: 10
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 55.00 Mehrials

ninjato

Description: A single-edged short sword that other than having a straight blade is similar in design to the Katana. Much like its larger cousins it is popular among those of the Ktechlahan tribe as a secondary weapon, or for the more subtle tribe members due to the many tricks hidden in its design both in the weapon and the scabbard that holds it.Notes: A hidden compartment lies within the scabbard. Due to design the blade and crossguard are sturdy enough to stand upon to help the wielder reach greater heights, just propping the weapon tip-down against a wall and use the crossguard as a stepping stool. A long silken cord wrapped around the hilt allows for retrieval after such use.
Strength (STR) Required: 6
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 75.00 Mehrials

No-dachi

Description: A longer, heavier form the katana. Much loved by the members of the Ktechlahan tribe that favor heftier two-handed weaponry.
Strength (STR) Required: 22
Attack Modifier: 6
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: D
Price: 300.00 Mehrials

Pick

Description: A weapon that can trace back to the mining tool, strengthened and shaped for combat and piercing armour instead of breaking stone. This weapon shares similarities with the warhammer with the fierce spike on one side and a flat, blunt side, the main difference being a longer and sharper point on the pick and smaller 'hammer' side.
Strength (STR) Required: 9
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 70.00 Mehrials

pole axe

Description: Similar to the halberd, the pole axe is shorter in length, with only the spear point being taller than the wielder but compensates for a stronger, heavier shaft reinforced with bands of steel or iron near the head. The head of the pole axe consists of a axe side, a sturdy, broad spike upon the top, and opposing the axe head is a flat hammer-like end. Notes: Not usable by Rangers.
Strength (STR) Required: 20
Attack Modifier: 5
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 95.00 Mehrials

Practise weapon - single handed

Description: A wooden weapon primarily used for training purposes. Ranging from short sword to long sword in length and mimics a chosen one-handed weapon in shape. Notes: Practise weapons can not be enchanted with ATK or DEF.
Strength (STR) Required: 2
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 25.00 Mehrials

Practise weapon - two handed

Description: A wooden weapon primarily used for training purposes. This variant mimics the shape and sizes of all two-handed bladed weapons. Notes: Practise weapons can not be enchanted with ATK or DEF.
Strength (STR) Required: 4
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 50.00 Mehrials

quarterstaff

Description: A wooden staff with iron caps on the ends to reinforce and increase the effectiveness of the weapon. Typically half a head taller than the wielder in length.
Strength (STR) Required: 8
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: A
Price: 40.00 Mehrials

rapier

Description: Roughly as long as a long sword, the rapier has a thin blade that ends in a sharp point. While it commonly has two edges capable of cutting the design of the blade makes it far more effective at sticking it in your enemy instead of cutting.
Strength (STR) Required: 6
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 40.00 Mehrials

Repeating cross bow

Description: A modified heavy cross bow, the repeating cross bow has a wooden top-mounted 'magazine' that holds up to four bolts and a rectangular lever that moves the magazine back and forth. Hooks on the magazine grab onto the string and pull it back and a simple mechanism drops a bolt when the lever is fully pulled back before releasing the string. The bolts are gravity fed into position and due to the mechanism the strength of the repeating cross bow is less than that of the heavy crossbow. However this weapon makes up for it by being able to be fired 4 times before needing a lengthy reload. Notes: Requires crossbow bolts for use. Can fire 4 times (once per turn) before needing two full turns to reload.
Strength (STR) Required: 14
Attack Modifier: 4
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 500.00 Mehrials

scimitar

Description: A single-edged one-handed sword, roughly between short sword and long sword in length, with a curve that starts halfway down the blade. Useful for cutting and slashing and popular among those of the desert regions of Sha'shir and Har'Amrun.
Strength (STR) Required: 10
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 60.00 Mehrials

scythe

Description: A farming implement turned weapon, with a long, curving blade that mounts perpendicular to the heavy shaft. The shaft is usually a little taller than the wielder and has a slight curve to it as well as two handles for gripping and swinging. The blade's single edge faces the wielder when held. Notes: Not usable by Rangers.
Strength (STR) Required: 14
Attack Modifier: 4
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 100.00 Mehrials

short bow

Description: A small bow, often about waist-height to the wielder if stood on end, popular among hunters for its light weight, portability and ease of use.
Strength (STR) Required: 6
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 100.00 Mehrials

short sword

Description: A sword typically no longer than the length of the wielder's arm, the short sword is most commonly a straight double-edged sword, though single-edged or leaf-shaped blades like the gladius are not unheard of.
Strength (STR) Required: 5
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 40.00 Mehrials

Sickle

Description: Like the scythe, the sickle is a farming instrument turned into weapon. Consisting of a wooden handle and a crescent-shaped blade with a single edge facing inward. Forged for combat, this variant is too large for delicate work but useful for dealing with larger 'weeds'.
Strength (STR) Required: 6
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 40.00 Mehrials

Sithian Stinger

Description: A soft leather sheath with spikes embedded , suitable for the 'delicate' tail tip of a Sithian. Notes: Can only be used by those of the sithian race.
Strength (STR) Required: 4
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 60.00 Mehrials

sling

Description: Made from either cloth or leather (or both), consisting of a pouch with two strings or cords used to swing sling bullets around before releasing them. Provides far more range and power than simply throwing a stone. Notes: Requires sling bullets for use. Enchantments placed upon this weapon such as +ATK stack with enchantments upon projectiles fired by this weapon. Starting weapon that can be selected during character creation.
Strength (STR) Required: 1
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 18.00 Mehrials

sling bullets

Description: A collection of stones rounded and shaped to be consistent in weight and size to be used with a sling. Notes: Must be used with the '!itemuse sling bullets' command as each individual bolt is single-use. Requires sling or staff sling for use. Sold in lots of 10.
Strength (STR) Required: 0
Attack Modifier: 0
Equipment Slots Used: 1
Number of Uses: 10 (0 = unlimited)
Two-Handed? No
Weapon Class:
Price: 2.00 Mehrials

Small sickle

Description: The original, farming variant of the sickle. Useful for cutting herbs and plants, not to mention the overly inquisitive fae or pixie. Notes: Starting weapon that can be selected during character creation.
Strength (STR) Required: 2
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 20.00 Mehrials

spear

Description: One of the most basic of weapons second only to the club, consisting of a long stick with a pointy end to stick into things. All spears sold by the MMR have steel tips most commonly made into a leaf-shape, though other shapes and designs can be seen. This weapon is also a catch-all for long wooden-hafted stabbing weapons such as javelins, hunting spears, partisans, ranseurs, etc... Notes: Can be thrown.
Strength (STR) Required: 12
Attack Modifier: 3
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 75.00 Mehrials

stabbing spear

Description: A short hafted spear, usually not longer than the wielder's arm, used almost exclusively for stabbing... hence the name.
Strength (STR) Required: 8
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 55.00 Mehrials

staff

Description: Basic length of wood, readily available with modifications from your local forest and ranges from chest to head height. Useful for walking, poking, keeping things at arms reach and looking wizardly. Notes: Starting weapon that can be selected during character creation.
Strength (STR) Required: 3
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: A
Price: 1.00 Mehrials

staff nunchuku

Description: A unique weapon consisting of three lengths of wood, roughly as long as one's arm, connected by lengths of chain or cord. Notes: Not usable by Rangers.
Strength (STR) Required: 14
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 95.00 Mehrials

staff sling

Description: A with a leather or cloth loop at one end for the casting of sling bullets. A staff with a sling on the end. Notes: If used for close attacks, functions as a regular staff (ATK: 1). Requires sling bullets to be used for ranged attacks.
Strength (STR) Required: 7
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 45.00 Mehrials

swallow

Description: A double-ended weapon consisting of a short staff handle with single-edged blades on either end. Notes: Not usable by Rangers.
Strength (STR) Required: 10
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 70.00 Mehrials

tonfa (paired)

Description: A pair of wooden weapons consisting of a shaft a forearm and a half long with a perpendicular handle about a third of the way down. Useful for clubbing, blocking, and even extending your reach with punch-like jabs.
Strength (STR) Required: 4
Attack Modifier: 2
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: B
Price: 45.00 Mehrials

trident

Description: A long spear with three tines, like a fork, instead of a single point. Notes: Can be thrown.
Strength (STR) Required: 20
Attack Modifier: 4
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: C
Price: 85.00 Mehrials

two-handed sword

Description: A simple sword bigger than a bastard sword, its size requiring the use of two hands but not quite as large or heavy as the other two-handed swords.
Strength (STR) Required: 26
Attack Modifier: 6
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: D
Price: 350.00 Mehrials

war hammer

Description: One handed weapon with a metal head like a hammer and a small armour-piercing spike opposite.
Strength (STR) Required: 18
Attack Modifier: 3
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: B
Price: 70.00 Mehrials

whip

Description: Either bull whip or cat o'nine tails. Notes: Starting weapon that can be selected during character creation.
Strength (STR) Required: 2
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? No
Weapon Class: A
Price: 20.00 Mehrials

wrist crossbow

Description: A small cross bow, strapped to the wrist and concealable under clothing. Does not pack much of a punch but with the aid of poisons it can be an effective weapon. Notes: Requires crossbow bolts to use. Enchantments placed upon this weapon such as +ATK stack with enchantments upon projectiles fired by this weapon.
Strength (STR) Required: 4
Attack Modifier: 1
Equipment Slots Used: 1
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: A
Price: 70.00 Mehrials

zwiehander

Description: The next step up in size from the two-handed sword. Double edged blade with a cuneiform shape.
Strength (STR) Required: 32
Attack Modifier: 7
Equipment Slots Used: 2
Number of Uses: 0 (0 = unlimited)
Two-Handed? Yes
Weapon Class: D
Price: 350.00 Mehrials