Weapons in MudGate
Weapons can be equipped in the main hand or off-hand, while two-handed weapons use both hands. Choose one that matches your stats, training, and combat role.
Compare weapon properties
- Damage: Hit dice and damage type define the weapon's starting attack.
- Speed: Attacks per second affects how quickly a weapon can strike.
- Handedness: Some weapons support an off-hand or require both hands.
- Properties: Named weapons may add magical or elemental effects.
Weapon types and default damage
- Club (1d4 bludgeoning damage)
- Dagger (1d4 piercing damage)
- Great Club (1d8 bludgeoning damage)
- Hand Axe (1d6 chop damage)
- Mace (1d6 bludgeoning damage)
- Quarterstaff (1d6 bludgeoning damage)
- Spear (1d6 piercing damage)
- Greataxe (1d12 chop damage)
- Longsword (1d8 slashing damage)
- Shortsword (1d6 piercing damage)
- Warhammer (1d10 bludgeoning damage)
- Whip (1d4 lash damage)
- Quarterstaff (1d6 bludgeoning damage)
The listed value is each weapon type's default damage. Strength, item level, bonuses, skill, and effects can change the result.
Dual-wielding training reduces the damage penalty applied to an off-hand weapon.