Weapons are the most common way of defending characters and defeating monsters in physical combat. Most weapons deal either Sharp or Blunt damage, though this is irrelevant for most monsters and thus only called when necessary (a monster can usually tell what weapon you are hitting them with, and thus not an issue if a player does not call the damage).
The most common weapons found in Lesia are listed below.
Characters do not need to purchase standard quality suits of Armour or Weapons which they are proficient in, for example a character with Armour 3 does not need to spend groats to buy a suit of Plated Leather or Chain mail, and one with Thrown Weapons does not need to purchase each individual Throwing Knife - it is assumed that this is either provided by their guild or they have otherwise somehow managed to acquire one without meaningfully impacting their money. This does not apply to Master Crafted, Silver, Cold Iron or otherwise non-standard equipment, nor to disposable items such as Kits and Potions, which must be purchased normally.
Characters are required to suitably phys-rep their equipment on an adventure - for example the scout may not need to buy 100+ Throwing Knives, however if the player can only bring or borrow 5 then the character only has the 5 throwing knives.
These weapons grant +1 Damage above the listed value, which stacks with the bonus gained from other sources such as spells, potions or skills. Master Crafted weapons are weighted for a specific wielder, and do not readily grant the bonus damage to those unfamiliar with them. Master Crafted weapons can be re-balanced for a new wielder, which costs half the base price of the MC weapon and requires a day and access to appropriate crafting tools.
Alternatively, with enough time and practice, those proficient with the weapon type can learn how to use it effectively even if it is not balanced for them. The amount of time depends upon the skill of the wielder:
Proficiency alone requires 3 months of regular practice. Specialization requires 1 month of regular practice. A Master of the the weapon group needs only 10 minutes of practice (time spent fighting with the weapon during encounters counts as practice).
You can purchase a Master Crafted weapon but it takes 3 months for the weapon to be completed and the order must be placed with the Battleboarder.
These weapons deal the same damage, however some creatures which are resistant to normal weapons can be harmed by these weapons.
You can purchase a Silver or Cold Iron weapon but it takes 3 months for the weapon to be completed and the order must be placed with the Battleboarder.
The table below shows the weapons, skill level needed, lengths and physical damage inflicted with a blow. The damage before a slash indicates single hand damage whilst the number after indicates damage when wielded with two hands. Greatswords can only be wielded in one hand if Strength IV is also known.
The table below shows the weapons, lengths and physical damage inflicted with a blow. The damage before a slash indicates single hand damage whilst the number after indicates damage when wielded with two hands. Hafted IV can only be wielded in one hand if Strength IV is also known.
The table below shows the damage inflicted, weapon and skill level needed with the minimum and maximum length of the weapon. Normally all polearms must be used in two hands to inflict damage with them, however, with the Strength IV skill, you can use pole I or II weapons with only one hand and still inflict damage with them
Some Pole weapons are safe to strike with the butt or haft of the weapon (subject to passing a safety check). Striking with the butt or haft of a pole usually deals less damage than the main striking part, a plain wooden haft deals a base of 6 damage, while a shod or reinforced haft or butt deals a base of 8 damage. The master crafted bonus and the skills Specialization and Mastery apply to the weapon as a whole and thus the haft will benefit from these as normal for the primary striking end.
Double weapons which receive Weapon Effects (such as Flame Blade, Spirit Hammer, but also Break) affect the whole weapon, thus both ends are affected by a single spell. Note that some spells specify they only function on "sharp" or "blunt" weapons, in this case only striking surfaces which could receive the spell receive the benefits, although the whole weapon is considered to be under the effect.
The table below lists the costs for the common projectile weapons available throughout Lesia. Note that the damage dealt is dependent upon the skill of the user, not the size of the weapon, however the larger weapons will often have a longer range. This is important as a short range is endemic to all ranged LARP projectile weapons, which are not particularly aerodynamic due to the safe tips. Note that no LARP bow should be more than 30kg draw strength, and shots must not be "arced" high, as the arrows or bolts may "parachute" and come down fletching first.
Ammunition is sold per quiver or bolt case, which contains enough ammunition to last 1 adventure. This applies no matter how few or many shots are fired.
2014.08 AMENDMENT - The club has passed a motion to introduce Bow Competency as a requirement for both monsters and players, which is already a requirement in other systems in the UK. Discussions are currently under way as to the details and extent of the requirements, and thus is not yet instated.
2014.08 AMENDMENT - Multi-Shot: The club has ruled against the use of notching and firing two or more arrows at a time as a safety concern.
Thrown weapon damage is dependent upon the level of skill of the user, not the size or type of the weapon. Thrown weapons can be bought readily throughout Lesia at the costs below. Note that Thrown weapons must be checked, and have different safety requirements to melee weapons. Where melee weapons must have a solid core of some form, thrown must be completely soft and may not have a core.
Although the example listed below is a Dagger, in reality this applies to all thrown weapons such as throwing axes, etc.