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Weapons

by AG last modified 22-07-2006 20:38

The weapon you use determines a lot about the game. Many characters start with certain weapons, but can benefit from exchanging them for others by Trading or killing native groups and Looting their belongings. Most weapons have differing statistics on their alerted and unalerted sides, but there are some exceptions.

Dagger

Length: 0

Harm: Negligible

Sharpness: *

Speed Alerted: -

Speed Unalerted: -

Gold Price: 0

Available From: The dagger is automatically carried by all characters.

The dagger is the default backup weapon carried by all characters. Even when played with a Light fight chit, it can do Medium damage against unarmoured characters and monsters. This is sufficient to kill ogres, wolves, goblins and ghosts - but its use is not recommended. Those characters who do not start with a weapon are usually the spellcasting characters, who should have other methods of dealing with these denizens.

Mace

Length: 1

Harm: Medium

Sharpness:

Speed Alerted: 3

Speed Unalerted: -

Gold Price: 6

Available From: Guard, Black Knight

The Black Knight is the only character to start with a mace. Not having sharpness stars is not normally a disadvantage. The Knight can get H damage by playing the mace with a Heavy fight chit, which is sufficient for most monsters, and with an Alerted attack time of 3, the mace can undercut most H monsters (apart from Bats, of course). However, this is a starting weapon, not usually one that you choose to use. The Black Knight can upgrade to another weapon fairly easily.

Axe

Length: 2

Harm: Medium

Sharpness:*

Speed Alerted: -

Speed Unalerted: 5

Gold Price: 4

Available From: Guard

The axe is cheap and easy. It does not have an attack time on its alerted side, so any treasures you have that affect the time on your fight chits (Garb of Speed) will increase the attack time of this weapon. It is identical to the Broad Sword, except for its length, which is its only real disadvantage. It is cheap and available at the beginning of the game for those characters who are on good terms with the Guard.

Short Sword

Length: 3

Harm: Light

Sharpness:*

Speed Alerted: -

Speed Unalerted: -

Gold Price: 4

Available From: Soldiers, Amazon, Captain

This is not the weapon of choice. Both the Amazon and the Captain are better off with a Medium weapon. This will only do Heavy damage against unarmoured denizens when played with a (slow) M Fight chit. However, it never needs to be Alerted. Its attack time is that of the Fight chit regardless of whether it is alerted or not.

Living Sword

Length: 4

Harm: Light

Sharpness:*

Speed Alerted: 2

Speed Unalerted: 3

Gold Price: 25

Available From: Remains of Thief

This is the best Light weapon in the game. Even non-combatant characters can take on Medium monsters with this sword. If the character has M fight chits (Elf, Swordsman, Wizard), they can even take on some Heavy unarmoured monsters as well. It is incredibly fast either alerted or not alerted, sufficient to undercut anything except the Imp and Bats.

Thrusting Sword

Length: 4

Harm: Light

Sharpness:*

Speed Alerted: -

Speed Unalerted: 4

Gold Price: 6

Available From: Soldiers, Swordsman

Usually only used by the Swordsman, this weapon is not sufficient to take on Heavy monsters. Its speed will depend on the Fight chit played, but those can be quite fast. It is not normal for the Swordsman to exchange this for a heavier weapon, as his only M fight chits are quite slow. This weapon is slightly better for the Wizard than a staff.

Great Axe

Length: 5

Harm: Heavy

Sharpness:*

Speed Alerted: 4

Speed Unalerted: -

Gold Price: 8

Available From: Order, Berserker, Dwarf

This is one of the best Heavy weapons in the game. Not as good as the Morning Star, but very useful in the hands of the Berserker (who gains an advantage by Berserking) and the Dwarf (who can Duck at T3*). Most other characters would not need to bother with it. To wield properly it requires T fight chits, and the only other character in the game who has these is the White Knight, who already has a good H weapon. Its main advantage is its attack time of 4 when alerted. Most T fight chits are slower.

Morning Star

Length: 6

Harm: Heavy

Sharpness:

Speed Alerted: 3

Speed Unalerted: 6

Gold Price: 8

Available From: Order

There is only one in the game, and it can only be bought from the Order. For this reason it is usually only the White Knight who ends up with this magnificent weapon. Unusually, it has an attack time on both sides of the counter, and its alerted time is sufficient to undercut most T monsters. Played with a slow T fight chit (such as the White Knight's T6*), this can even take out Dragons with little effort.

Broadsword

Length: 7

Harm: Medium

Sharpness:*

Speed Alerted: -

Speed Unalerted: 5

Gold Price: 8

Available From: Guard

There is only one in the entire Realm, and the Guard have it. Those who are friendly to the Guard (the Captain) can trade for it, while those who are not (the Black Knight) will have to kill them to get it. It is an effective weapon, but not effective enough to take on Tremendous armoured monsters, leaving a big gap in the user's capabilities.

Devil Sword

Length: 7

Harm: Heavy

Sharpness:*

Speed Alerted: 3

Speed Unalerted: 4

Gold Price: 20

Available From: Toadstool Circle

This is a dangerous item to get, but it is about the best Heavy weapon in the game. As fast as the Morning Star when alerted, and as fast as the Great Axe when not. But you will have to endure possible Curses and Power of the Pit attacks to get your hands on it. An ideal weapon for any character who has H and T fight chits.

Truesteel Sword

Length: 7

Harm: Medium

Sharpness:**

Speed Alerted: -

Speed Unalerted: -

Gold Price: 25

Available From: Enchanted Meadow

A lovely weapon. Unlike the nonmagical Broadsword, this weapon is capable of damaging Tremendous armoured monsters, but it's hard to find. This is formidable in the hands of those characters who have mostly Medium, but a few Heavy fight chits like the Pilgrim or the Captain. The extra sharpness allows it to damage T unarmoured monsters (or T Armoured monsters if played with a H fight chit).

Great Sword

Length: 8

Harm: Heavy

Sharpness:*

Speed Alerted: -

Speed Unalerted: 6

Gold Price: 10

Available From: Order, White Knight

This is the blade that the White Knight starts the game with, and he really doesn't need any other weapon. He may consider exchanging it for the Morning Star to get those Time 3 attacks, but it's certainly not necessary, and he has to consider Hiring one of the Order as well. When alerted (and it should be), it attacks at the time on the Fight chit, which for the Knight can be up to Time 4 - the same as the Great Axe.

Bane Sword

Length: 8

Harm: Tremendous

Sharpness:*

Speed Alerted: 2

Speed Unalerted: 8

Gold Price: 20

Available From: Crypt of the Knight

This is the only weapon in the game with T weight and harm. Only the White Knight, Dwarf and Berserker can use it, or someone with the Belt of Strength. It is formidable when alerted, as it is able to undercut almost anything. Even bats, sometimes. It is strong enough to kill anything in the game. But you need to find (and open) the Crypt of the Knight before you can take it, and you need T move chits (or a horse) to even carry it. Not for everyone.

Staff

Length: 9

Harm: Light

Sharpness:

Speed Alerted: -

Speed Unalerted: -

Gold Price: 1

Available From: Soldiers, Wizard, Pilgrim

Long, light and cheap. Usually best to save and Alert if you have recorded an Alert phase that you don't need and don't want to fatigue a Magic chit. It can be used to hit Medium monsters (if someone else is Luring) or monsters Transformed into squirrels.

Spear

Length: 10

Harm: Medium

Sharpness:*

Speed Alerted: -

Speed Unalerted: 6

Gold Price: 6

Available From: Lancers

The spear inflicts no harm on its unalerted side. This means that you always have to Alert it before being able to inflict any damage with it at all. It is good against single Heavy monsters or other characters - being longer than all other striking weapons it will hit first in the first round of combat. It loses its effectiveness when combating multiple monsters such as Goblins unless used with the Gripping Dust.

Crossbow

Length: 12

Harm: Heavy

Sharpness:*

Speed Alerted: 1

Speed Unalerted: -

Gold Price: 10

Available From: Order

The crossbow has no sharpness stars on its unalerted side. This much-sought-after weapon is only available from the Order. It is good for any character who has H fight chits, but especially good for the Black Knight, who can use it with his Aim bonus. If you're not on good terms with the Order, there isn't much hope.

Light Bow

Length: 14

Harm: Light

Sharpness:**

Speed Alerted: 1

Speed Unalerted: -

Gold Price: 6

Available From: Woodfolk, Elf, Woods Girl

The Light Bow has no sharpness stars on its unalerted side. This is the basic missile weapon carried by the Elf and the Woods Girl at the start of the game. Other characters can use it, but it is more effective in the hands of someone with the Archer or Aim bonus.

Medium Bow

Length: 14

Harm: Medium

Sharpness:**

Speed Alerted: 1

Speed Unalerted: -

Gold Price: 8

Available From: Woodfolk

The coveted Medium Bow has no sharpness stars on its unalerted site. This is possibly the best weapon in the game in the hands of an Elf, Captain or Amazon. Inflicting Tremendous harm (against unarmoured opponents) before Missile Table rolls, this is the perfect weapon to ambush with.

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