PRIMARY WEAPON TABLES

Players can choose one Tier 1 primary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

TIER 1 (LEVEL 1)

Physical Weapons

NAMETRAITRANGEDAMAGEBURDENFEATURE
BroadswordAgilityMeleed8 phyOne-HandedReliable: +1 to attack rolls
KatanaAgilityMeleed10+3 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
LongswordAgilityMeleed10+3 phyTwo-Handed—
BattleaxeStrengthMeleed10+3 phyTwo-Handed—
Brass KnucklesStrengthMeleed8+1 phyOne-Handed—
GreatswordStrengthMeleed10+3 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
MaceStrengthMeleed8+1 phyOne-Handed—
WarhammerStrengthMeleed12+3 phyTwo-HandedHeavy: -1 to Evasion
DaggerFinesseMeleed8+1 phyOne-Handed—
QuarterstaffInstinctMeleed10+3 phyTwo-Handed—
CutlassPresenceMeleed8+1 phyOne-Handed—
RapierPresenceMeleed8 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
ScimitarPresenceMeleed8+1 phyOne-Handed—
TwistedKnowledgeMeleed8 phyOne-HandedPiercing: Damage dealt with this weapon treats the target’s Major threshold as having a -2 penalty.
HalberdStrengthVery Closed10+2 phyTwo-HandedCumbersome: -1 to Finesse
SpearFinesseVery Closed8+3 phyTwo-Handed—
WhipswordFinesseVery Closed8 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10.
Rope DartInstinctClosed6+1 phyTwo-Handed—
ShortbowAgilityFard6+3 phyTwo-Handed—
CrossbowFinesseFard6+1 phyOne-Handed—
LongbowAgilityVery Fard8+3 phyTwo-HandedCumbersome: -1 to Finesse

Magic Weapons

All magic weapons require a Spellcast trait

NAMETRAITRANGEDAMAGEBURDENFEATURE
Arcane GauntletsStrengthMeleed10+3 magTwo-Handed—
BrightswordStrengthMeleed10+3 magTwo-Handed—
Hallowed AxeStrengthMeleed8+1 magOne-Handed—
ShadowbladePresenceMeleed8 phy/magOne-HandedOtherworldly: On a successful attack, you can deal physical or magic damage.
Glowing RingsAgilityVery Closed10+2 magTwo-Handed—
Hand RunesInstinctVery Closed10 magOne-Handed—
EnchantedFinesseClosed6+1 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
ReturningFinesseClosed8 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Casting DaggerInstinctClosed6 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8.
ShortstaffInstinctClosed8+1 magOne-Handed—
DualstaffInstinctFard6+3 magTwo-Handed—
ScepterPresenceFard6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8.
Runelock PistolKnowledgeFard6+3 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
WandKnowledgeFard6+1 magOne-Handed—
Arcane RifleAgilityVery Fard10+3 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
GreatstaffKnowledgeVery Fard6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.

TIER 2 (LEVELS 2–4)

Physical Weapons

NAMETRAITRANGEDAMAGEBURDENFEATURE
Improved BroadswordAgilityMeleed8+3 phyOne-HandedReliable: +1 to attack rolls
ImprovedAgilityMeleed10+6 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Improved LongswordAgilityMeleed10+6 phyTwo-Handed—
Improved BattleaxeStrengthMeleed10+6 phyTwo-Handed—
Improved Brass KnucklesStrengthMeleed8+4 phyOne-Handed—
ImprovedStrengthMeleed10+6 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Improved MaceStrengthMeleed8+4 phyOne-Handed—
Improved WarhammerStrengthMeleed12+6 phyTwo-HandedHeavy: -1 to Evasion
Improved DaggerFinesseMeleed8+4 phyOne-Handed—
Improved QuarterstaffInstinctMeleed10+6 phyTwo-Handed—
Improved CutlassPresenceMeleed8+4 phyOne-Handed—
ImprovedPresenceMeleed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Improved ScimitarPresenceMeleed8+4 phyOne-Handed—
ImprovedKnowledgeMeleed8+3 phyOne-HandedPiercing: Damage dealt with this weapon treats the target’s Major threshold as having a -2 penalty.
Improved HalberdStrengthVery Closed10+5 phyTwo-HandedCumbersome: -1 to Finesse
Improved SpearFinesseVery Closed8+6 phyTwo-Handed—
ImprovedFinesseVery Closed8+3 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10+3.
Improved Rope DartInstinctClosed6+4 phyTwo-Handed—
Improved ShortbowAgilityFard6+6 phyTwo-Handed—
Improved CrossbowFinesseFard6+4 phyOne-Handed—
Improved LongbowAgilityVery Fard8+6 phyTwo-HandedCumbersome: -1 to Finesse
Gilded FalchionStrengthMeleed10+4 phyOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Knuckle BladesStrengthMeleed10+6 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
War PickStrengthMeleed8+3 phyOne-HandedDeadly: When you deal Severe damage, the target must mark an additional HP.
Cane SwordFinesseMeleed8+4 phyOne-HandedRetractable: The blade can be hidden in the cane to avoid detection.
UrokFinesseMeleed8+3 phyOne-HandedDeadly: When you deal Severe damage, the target must mark an additional HP.
Bladed FanPresenceMeleed8+3 phyOne-HandedParry: When you are attacked, roll this weapon’s damage dice. If any of the attacker’s damage dice rolled the same value as your dice, the matching results are discarded from the attacker’s damage dice before the damage you take is totaled.
Cyrurgien'sKnowledgeMeleed8+3 phyOne-HandedScary: On a successful attack, the target must mark a Stress.
Bladed WhipAgilityVery Closed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
JavelinsAgilityVery Closed6+6 phyOne-HandedStockpiled: You can throw this weapon at a target within Far range by making an attack roll using Agility without having to retrieve it, as you always have another one on hand.
SteelforgedStrengthVery Closed8+4 phyTwo-HandedScary: On a successful attack, the target must mark a Stress.
War ScytheFinesseVery Closed8+5 phyTwo-HandedReliable: +1 to attack rolls
LanceInstinctVery Closed10+5 phyTwo-HandedCumbersome: -1 to Finesse
BlunderbussFinesseClosed8+6 phyTwo-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
GreatbowStrengthFard6+6 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Finehair BowAgilityVery Fard6+5 phyTwo-HandedReliable: +1 to attack rolls

Magic Weapons

All magic weapons require a Spellcast trait

NAMETRAITRANGEDAMAGEBURDENFEATURE
Improved Arcane GauntletsStrengthMeleed10+6 magTwo-Handed—
Improved BrightswordStrengthMeleed10+6 magTwo-Handed—
Improved Hallowed AxeStrengthMeleed8+4 magOne-Handed—
Improved Glowing RingsAgilityVery Closed10+5 magTwo-Handed—
Improved Hand RunesInstinctVery Closed10+3 magOne-Handed—
ImprovedFinesseClosed6+4 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
ImprovedFinesseClosed8+3 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
ImprovedInstinctClosed6+3 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8+3.
Improved ShortstaffInstinctClosed8+4 magOne-Handed—
Improved DualstaffInstinctFard6+6 magTwo-Handed—
ImprovedPresenceFard6+3 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.
ImprovedKnowledgeFard6+6 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Improved WandKnowledgeFard6+4 magOne-Handed—
Improved ArcaneAgilityVery Fard10+6 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
ImprovedKnowledgeVery Fard6+3 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Ego BladeAgilityMeleed12+4 magOne-HandedPompous: You must have a Presence of 0 or lower to use this weapon.
Casting SwordStrengthMeleed10+4 magTwo-HandedVersatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.
Enchanted ShillelaghStrengthMeleed8+3 magOne-HandedProtective: +1 to your Armor Score
DevouringFinesseMeleed8+4 magOne-HandedScary: On a successful attack, the target must mark a Stress.
DisplacementFinesseMeleed8+3 magTwo-HandedOmnipresent: You can make attacks against targets within Very Far range, but must do so with disadvantage.
Hammer of ExotaInstinctMeleed8+6 magTwo-HandedEruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.
Spellbound BanglesKnowledgeMeleed10+6 magTwo-Handed—
Fury GemInstinctClosed8+3 magOne-HandedBurning: When you roll the maximum result on a damage die, the target must mark a Stress.
Enchanted LutePresenceClosed8+3 magTwo-HandedInvigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
SplintershaftAgilityFard6+6 magTwo-HandedVolleyed: Spend a Hope to target a group of creatures within range. Targets you succeed against take half damage.
Yutari BloodbowFinesseFard6+4 magTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Elder BowInstinctFard6+4 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Scepter of EliasPresenceFard6+3 magOne-HandedInvigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
Wand ofPresenceFard6+4 magOne-HandedPersuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.
Keeper's StaffKnowledgeFard6+4 magTwo-HandedReliable: +1 to attack rolls

TIER 3 (LEVELS 5–7)

Physical Weapons

NAMETRAITRANGEDAMAGEBURDENFEATURE
Advanced BroadswordAgilityMeleed8+6 phyOne-HandedReliable: +1 to attack rolls
AdvancedAgilityMeleed10+9 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced LongswordAgilityMeleed10+9 phyTwo-Handed—
Advanced BattleaxeStrengthMeleed10+9 phyTwo-Handed—
Advanced Brass KnucklesStrengthMeleed8+7 phyOne-Handed—
AdvancedStrengthMeleed10+9 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Advanced MaceStrengthMeleed8+7 phyOne-Handed—
Advanced WarhammerStrengthMeleed12+9 phyTwo-HandedHeavy: -1 to Evasion
Advanced DaggerFinesseMeleed8+7 phyOne-Handed—
Advanced QuarterstaffInstinctMeleed10+9 phyTwo-Handed—
Advanced CutlassPresenceMeleed8+7 phyOne-Handed—
AdvancedPresenceMeleed8+6 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced ScimitarPresenceMeleed8+7 phyOne-Handed—
Advanced DaggerKnowledgeMeleed8+6 phyOne-HandedPiercing: Damage dealt with this weapon treats the target’s Major threshold as having a -2 penalty.
Advanced HalberdStrengthVery Closed10+8 phyTwo-HandedCumbersome: -1 to Finesse
Advanced SpearFinesseVery Closed8+9 phyTwo-Handed—
AdvancedFinesseVery Closed8+6 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10+6.
Advanced Rope DartInstinctClosed6+7 phyTwo-Handed—
Advanced ShortbowAgilityFard6+9 phyTwo-Handed—
Advanced CrossbowFinesseFard6+7 phyOne-Handed—
Advanced LongbowAgilityVery Fard8+9 phyTwo-HandedCumbersome: -1 to Finesse
Flickerfly BladeAgilityMeleed8+5 phyOne-HandedSharpwing: Gain a bonus to your damage rolls equal to your Agility.
Blitz HammerStrengthMeleed10+7 phyTwo-HandedAccelerator: Once per scene, mark a Stress to move to Far range then make an attack. Gain a +1 bonus to your Proficiency on this attack.
BraveswordStrengthMeleed12+7 phyTwo-HandedBrave: -1 to Evasion; +3 to Severe damage threshold
Hammer ofStrengthMeleed10+7 phyTwo-HandedDevastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Labrys AxeStrengthMeleed10+7 phyTwo-HandedProtective: +1 to Armor Score
Platinum EstocFinesseMeleed8+7 phyOne-HandedPiercing: Damage dealt with this weapon treats the target’s Major threshold as having a -2 penalty.
MeridianPresenceMeleed10+5 phyOne-HandedDueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them.
RetractablePresenceMeleed10+7 phyOne-HandedRetractable: The blade can be hidden in the hilt to avoid detection.
Double FlailAgilityVery Closed10+8 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Soldier's PikeAgilityVery Closed10+5 phyTwo-HandedBraced: When an adversary within this weapon’s range deals damage to you, you can mark 2 Stress to force them to mark a Hit Point.
ChainedInstinctVery Closed10+5 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Singing SwordPresenceVery Closed8+5 phyOne-HandedBolstering: When you critically succeed on an attack, all PCs within Close range gain a Hope.
Talon BladesFinesseClosed10+7 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Bladed StarKnowledgeClosed8+7 phyOne-HandedRebounding: When you throw this weapon, it returns to your hand. On a failed attack, you can reroll your attack with disadvantage.
Black PowderFinesseFard6+8 phyOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Spiked BowAgilityVery Fard6+7 phyTwo-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d10+5.

Magic Weapons

All magic weapons require a Spellcast trait

NAMETRAITRANGEDAMAGEBURDENFEATURE
Advanced Arcane GauntletsStrengthMeleed10+9 magTwo-Handed—
Advanced BrightswordStrengthMeleed10+9 magTwo-Handed—
Advanced Hallowed AxeStrengthMeleed8+7 magOne-Handed—
Advanced Glowing RingsAgilityVery Closed10+8 magTwo-Handed—
Advanced Hand RunesInstinctVery Closed10+6 magOne-Handed—
AdvancedFinesseClosed6+7 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
AdvancedFinesseClosed8+6 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Advanced DaggerInstinctClosed6+6 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8+6.
Advanced ShortstaffInstinctClosed8+7 magOne-Handed—
Advanced DualstaffInstinctFard6+9 magTwo-Handed—
AdvancedPresenceFard6+6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+4.
AdvancedKnowledgeFard6+9 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Advanced WandKnowledgeFard6+7 magOne-Handed—
AdvancedAgilityVery Fard10+9 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
AdvancedKnowledgeVery Fard6+6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Rocket MaulStrengthMeleed10+7 magTwo-HandedConcussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Crystal SpearFinesseVery Closed10+6 magOne-HandedPiercing: Damage dealt with this weapon treats the target’s Major threshold as having a -2 penalty.
Arc WandPresenceClosed8+6 magOne-HandedBouncing: Mark any number of Stress to target that many additional creatures in range of the attack.
Rime ScepterKnowledgeClosed8+6 magOne-HandedFreezing: When an attack from this weapon causes a target to mark 2 or more HP, they become temporarily Restrained.
GunbladeAgilityFard6+6 magOne-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d8+6 phy.
Staff of AugmaInstinctFard6+7 magOne-HandedCatalytic: On a successful attack, you can mark a Stress to give an ally within Close range a +3 bonus to their next attack roll.

TIER 4 (LEVELS 8–10)

Physical Weapons

NAMETRAITRANGEDAMAGEBURDENFEATURE
Legendary BroadswordAgilityMeleed8+9 phyOne-HandedReliable: +1 to attack rolls
Legendary KatanaAgilityMeleed10+12 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary LongswordAgilityMeleed10+12 phyTwo-Handed—
Legendary BattleaxeStrengthMeleed10+12 phyTwo-Handed—
Legendary Brass KnucklesStrengthMeleed8+10 phyOne-Handed—
LegendaryStrengthMeleed10+12 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Legendary MaceStrengthMeleed8+10 phyOne-Handed—
Legendary WarhammerStrengthMeleed12+12 phyTwo-HandedHeavy: -1 to Evasion
Legendary DaggerFinesseMeleed8+10 phyOne-Handed—
Legendary QuarterstaffInstinctMeleed10+12 phyTwo-Handed—
Legendary CutlassPresenceMeleed8+10 phyOne-Handed—
Legendary RapierPresenceMeleed8+9 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary ScimitarPresenceMeleed8+10 phyOne-Handed—
Legendary TwistedKnowledgeMeleed8+9 phyOne-HandedPiercing: Damage dealt with this weapon treats the target’s Major threshold as having a -2 penalty.
Legendary HalberdStrengthVery Closed10+11 phyTwo-HandedCumbersome: -1 to Finesse
Legendary SpearFinesseVery Closed8+12 phyTwo-Handed—
LegendaryFinesseVery Closed8+9 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Melee, d10+9.
Legendary Rope DartInstinctClosed6+10 phyTwo-Handed—
Legendary ShortbowAgilityFard6+12 phyTwo-Handed—
Legendary CrossbowFinesseFard6+10 phyOne-Handed—
Legendary LongbowAgilityVery Fard8+12 phyTwo-HandedCumbersome: -1 to Finesse
Dual-Ended SwordAgilityMeleed10+9 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Impact GauntletStrengthMeleed10+11 phyOne-HandedConcussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Sledge AxeStrengthMeleed12+13 phyTwo-HandedDestructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Curved DaggerFinesseMeleed8+9 phyOne-HandedSerrated: When you roll a 1 on a damage die, it deals 8 damage instead.
Severed Dragon ClawInstinctMeleed10+11 phyOne-HandedDestructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Infinite StaffPresenceMeleed10+9 phyTwo-HandedExtending: You can increase the range of this weapon up to Very Far. You gain a -1 penalty to attack rolls for each step you increase the range by (such as Melee to Very Close, Very Close to Close, or Close to Far).
Bec De CorbinAgilityVery Closed10+9 phyTwo-HandedDevastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Extended PolearmFinesseVery Closed8+10 phyTwo-HandedLong: This weapon’s attack targets all adversaries in a line within range.
Swinging RopebladePresenceClosed8+9 phyTwo-HandedGrappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you.
Black PowderStrengthFard8+12 phyTwo-HandedIncendiary: -1 to Agility; on a successful attack, all creatures within Very Close range of the target must mark a Hit Point.
Ricochet AxesAgilityFard6+11 phyTwo-HandedBouncing: Mark 1 or more Stress to hit that many targets in range of the attack.
Aantari BowFinesseFard6+11 phyTwo-HandedReliable: +1 to attack rolls
Clockwork CrossbowFinesseFard6+11 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
ArquebusKnowledgeFard8+10 phyTwo-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Hand CannonFinesseVery Fard6+12 phyOne-HandedReloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again.

Magic Weapons

All magic weapons require a Spellcast trait

NAMETRAITRANGEDAMAGEBURDENFEATURE
Legendary Arcane GauntletsStrengthMeleed10+12 magTwo-Handed—
Legendary BrightswordStrengthMeleed10+12 magTwo-Handed—
Legendary Hallowed AxeStrengthMeleed8+10 magOne-Handed—
Legendary Glowing RingsAgilityVery Closed10+11 magTwo-Handed—
Legendary Hand RunesInstinctVery Closed10+9 magOne-Handed—
LegendaryFinesseClosed6+10 magOne-HandedRicochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.
LegendaryFinesseClosed8+9 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
LegendaryInstinctClosed6+9 magOne-HandedVersatile: This weapon can also be used with these statistics—Instinct, Melee, d8+9.
Legendary ShortstaffInstinctClosed8+10 magOne-Handed—
Legendary DualstaffInstinctFard8+12 magTwo-Handed—
LegendaryPresenceFard6+9 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.
LegendaryKnowledgeFard6+12 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Legendary WandKnowledgeFard6+10 magOne-Handed—
LegendaryAgilityVery Fard10+12 magTwo-HandedAimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.
LegendaryKnowledgeVery Fard6+9 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Starmetal BladeAgilityMeleed8+10 magOne-HandedSerrated: When you roll a 1 on a damage die, it deals 8 damage instead.
Sword of Light & FlameStrengthMeleed10+11 magTwo-HandedHot: This weapon cuts through solid material.
Adder's FangFinesseMeleed8+9 magOne-HandedVenomous: When you deal Major or greater damage with this weapon, the target becomes temporarily Vulnerable .
Demon's EdgePresenceMeleed8+10 magOne-HandedDisturbing: When you defeat a creature with this weapon, all adversaries within Close range must mark a Stress.
SiphoningPresenceMeleed10+9 magTwo-HandedLifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.
Midas ScytheKnowledgeMeleed10+9 magTwo-HandedGreedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll.
Storm God'sStrengthVery Closed10+9 magTwo-HandedBouncing: Mark any number of Stress to target that many additional creatures in range of the attack.
EtherealInstinctVery Closed10+9 magTwo-HandedEthereal: You must mark a Stress to conjure this
FloatingInstinctClosed8+9 magOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
BloodstaffInstinctFard20+7 magTwo-HandedPainful: Each time you make a successful attack, you must mark a Stress.
ThistlebowInstinctFard6+13 magTwo-HandedReliable: +1 to attack rolls
Gravity ArbalestKnowledgeFard8+6 magTwo-HandedMagnetic: When you make an attack with this weapon, you can spend a Hope to force all adversaries within Very Close range of the target to make a Reaction Roll (16). Creatures who fail must mark a Stress and are pulled into Melee range of the target.
Wand of EssekKnowledgeFard8+13 magOne-HandedTimebending: You can choose the target of your attack after making your attack roll.
Magus RevolverFinesseVery Fard6+13 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Fusion GlovesKnowledgeVery Fard6+9 magTwo-HandedBonded: Gain a bonus to your damage rolls equal to your level.