Pillars of Eternity

Large, heavy-pull military-style longbow. Bonus: High damage War Bow Range: 15m Interrupt: 40 (Average) Damage: 12-17 Pierce vs. Deflection Value: 10cp Though war bows are outnumbered by hunting bows in the Dyrwood, war bows are more popular among professional soldiers and adventurers. With a high draw weight and respectable speed, they possess a power unmatched by magical implements and...

Bows always have Best of Pierce/Slash as a property, but lack any Crush capability. Hunting Bow Range: 15m Interrupt: 40 (Average) Damage: 9-14 Pierce vs. Deflection Value: 10cp Hunting bows are extremely popular in the Dyrwood and Eir Glanfath. Though used most frequently for hunting deer and small game, hunting bows can be deadly against two-legged prey. Hunting bows lack the high draw ...

One-handed matchlock shotgun-style weapon. Bonus: Fast reload, multiple projectiles Blunderbuss Projectiles: 8 Range: 15m Interrupt: 0 (Weakest) Damage: 6-9 Pierce vs. Deflection (-10 Accuracy) DR Reduction: 4 DR bypass Value: 200cp Blunderbusses are matchlock firearms used for hunting or in combat against groups of enemies. They can inflict an impressive amount of damage but fare poor...

Two-handed matchlock smoothbore longarm. Bonus: High damage Arquebus Range: 15m Interrupt: 30 (Weak) Damage: 35-45 Pierce vs. Deflection (-5 Accuracy) DR Reduction: 6 DR bypass Value: 200cp Matchlock firearms of high power and fair accuracy, arquebuses are prized for their ability to penetrate wizards’ Arcane Veils. Fine Arquebus Range: 15m Interrupt: 30 (Weak) Damage: 35-45 Pi...

One-handed matchlock pistol. Bonus: Fast reload Pistol Range: 15m Interrupt: 30 (Weak) Damage: 28-35 Pierce vs. Deflection (-5 Accuracy) DR Reduction: 6 DR bypass Value: 200cp Pistols are small firearms, but despite their size, they require two hands to reload properly. They are not as powerful as arquebuses, but they can be reloaded much more quickly. As with all firearms, pistols have...

Ranged weapons vary more significantly than melee weapons, but are less numerous. Between sub-categories, weapons are primarily differentiated by their attack/reload speed and raw damage. Firearms are very slow to reload, but do great damage. On the other end of the spectrum, implements are quite fast, but not very damaging. Bows and crossbows represent the “middle ground” of common ranged wea...

Two-handed wooden shaft weapon, swung like an axe. Bonus: Increased Reach Quarterstaff Interrupt: 50 (Strong) Damage: 14-20 Crush vs. Deflection Increased Reach: +1.8 Weapon Reach Value: 10cp Deceptively simple, quarterstaves can be powerful weapons in the hands of a skilled combatant. Wielders can use a quarterstaff’s long reach to deliver crushing blows from behind their allies. Fin...

Gothic-style hammer-and-spike mid-sized weapon. Bonus: Best of Pierce/Crush War Hammer Interrupt: 40 (Average) Damage: 11-16 Crush/Pierce (Best) vs. Deflection Value: 5cp War hammers have the tactical flexibility of a morning star in a much smaller size. By switching from the flat side of the head to the pick, wielders can adapt their damage type to the opponents they are facing. Fine Wa...

Short-handled ball-and-chain weapon. Bonus: Negates Deflection bonuses (Fast) Flail Interrupt: 30 (Weak) Damage: 8-12 Crush vs. Deflection Convert Graze to Hit: +10% of Grazes converted to Hits Value: 5cp Flails are fashioned from a metal ball, often spiked, linked to a wooden or metal handle via a short chain. They are popular among soldiers for their ability to foil the defensive prope...

Two-handed spiked head on a pole. Bonus: Higher Interrupt Morning Star Interrupt: 60 (Stronger) Damage: 14-20 Crush vs. Deflection Value: 10cp The big brother of the mace, morning stars are two-handed weapons topped with a spiked head. They lack the armor penetrating power of maces but are effective against a wider range of armor types. Fine Morning Star Interrupt: 60 (Stronger) Dam...

Mid-sized flange-headed crushing weapon. Bonus: Negates DT Mace Interrupt: 40 (Average) Damage: 11-16 Crush vs. Deflection DR Reduction: 5 DR bypass Value: 5cp The bane of mailed soldiers throughout the known world, maces are a common sight in the Dyrwood. Regardless of the shape of their flanges, maces always consist of a metal shaft topped with a number of symmetrical flanges that focu...

Short cudgel, light enough to be (and look) fast. Bonus: Increased Accuracy (Fast) Club Interrupt: 30 (Weak) Damage: 8-12 Crush vs. Deflection Accurate 1: +5 Accuracy Value: 5cp Most commonly fashioned from a short length of wood, clubs are simple but fast and effective weapons. Fine Club Interrupt: 30 (Weak) Damage: 8-12 Crush vs. Deflection Accurate 1: +5 Accuracy Fine: +4 Accu...

Two-handed stabbing pole weapon. Bonus: Increased Reach Pike Interrupt: 50 (Strong) Damage: 14-20 Pierce vs. Deflection Increased Reach: +1.8 Weapon Reach Value: 10cp Pikes are easily the longest weapons in common use by soldiers and adventurers in the Dyrwood. Powerful two-handed piercing weapons, the main advantage pikes have is their long reach, which allows wielders to attack enemies...

Single-handed stabbing pole weapon. Bonus: Increased Accuracy Spear Interrupt: 40 (Average) Damage: 11-16 Pierce vs. Deflection Accurate: +5 Accuracy Value: 5cp Spears are not as long as their two-handed kin, pikes, but they are easier to maneuver and can be used with a shield. Even with a one-handed grip, spears can strike fierce blows with high accuracy. Fine Spear Interrupt: 40 (...

Narrow-bladed mid-sized stabbing weapon. Bonus: Increased Accuracy (Fast) Rapier Interrupt: 30 (Weak) Damage: 8-12 Pierce vs. Deflection Accurate 1: +5 Accuracy Value: 5cp Light and fast, rapiers are precise weapons favored by urban duelists. They are not known for being especially powerful, but a skilled wielder can rely on rapiers to accurately land blows. Fine Rapier Interrupt: 3...