Armors
Armor helps characters withstand attacks by granting Physical Defense and Elemental Defense. The table also lists each armor’s Required Might, Stealth Penalty, and crafting cost (Crafting Level, materials in gold, and workload in Crafting Points).
Categories. Armor is Light (Required Might 0–1), Medium (2–3), or Heavy (4–5). Some rules refer to these categories. You are unarmored when you wear no armor at all.
Required Might. If your Might is lower than the armor’s Required Might, the armor weighs you down: you have Disadvantage on Reflex and Stride rolls, and your speed drops by 1 meter for each missing point.
Weapon Techniques and Mastery
In ELDRA, trained fighters, hunters, shield users, and martial artists may learn Weapon Techniques: battle arts honed through lifetimes of discipline, passed down through temple forms, dueling lineages, execution rites, and the desperate inventions of those who survived what should have killed them. A Weapon Technique is not a trick. It is a commitment — a moment where a warrior channels everything they are into a single motion, and the battlefield answers.
Shields
A shield does not add to your Physical or Elemental Defense. Each shield works in its own way, as its properties below describe, and any shield can also be used as a bludgeoning weapon. The table gives each shield’s category, damage, Required Might, movement and Stealth effects, and crafting cost (Crafting Level, materials in gold, and workload in Crafting Points).
Shield Category Weapon Damage Required Might Movement Stealth Craft Lv. Materials (gold) Workload (C.P.) Buckler Shield Light 1d4 1 — — 2 2 5 Heater Shield Medium 1d6 2 — — 3 5 15 Kite Shield Medium 1d6 3 — — 3 20 35 Pavise Shield Heavy 1d8 4 -1 m — 3 25 40 Tower Shield Heavy 1d8 5 -2 m -2 4 50 100 Using a Shield.
Melee Weapons
Weapon Type Damage Req. Might Craft Lv. Materials (gold) Workload (C.P.) Dagger Piercing 1d4 — 1 5 10 Staff Bludgeoning 1d4 — 1 1 5 Rod Bludgeoning 1d4 — 1 1 5 Wand Piercing 1d4 — 1 1 5 Whip Slashing 1d4 — 1 5 10 Javelin Piercing 1d4 1 2 10 10 Rapier Piercing 1d6 1 2 15 20 Short Sword Slashing 1d6 1 2 15 20 Battle-Axe Slashing 1d8 2 3 30 30 Long Sword Slashing 2d4 2 3 40 40 Morningstar Bludgeoning 1d8 2 3 40 40 Spear Piercing 1d8 2 3 40 40 Halberd S/P/B 1d10 3 4 100 90 Great-Axe Slashing 1d12 3 4 110 100 Greatsword Slashing 2d6 3 4 130 110 Siegebreaker Bludgeoning 3d4 4 4 150 150 Warhammer Bludgeoning 2d8 4 4 170 170 War Scythe S/P 3d4 4 4 180 180 Colossus Maul Bludgeoning 3d6 5 5 250 250 Void Cleaver Slashing 2d10 5 5 270 270 Soulpiercer Piercing 2d10 5 5 300 300 Melee Weapons. S/P/B = Slashing / Piercing / Bludgeoning.
Unarmed Strikes
Any character can make an unarmed strike — a punch, kick, headbutt, knee, elbow, or similar blow — as a melee attack with Fight.
Damage. An unarmed strike deals bludgeoning damage equal to your margin of success plus half your Might (rounded down). It has no weapon die, and because your Might already is its damage, you do not add the Might bonus again. Some abilities change this, such as the Monk’s root and Demon or Vampire claws.
Improvised Weapons
Sometimes a character finds themselves without a weapon and must make do with whatever is at hand i.e. a chair leg, a bottle, a torch, a chain, or a heavy book. Any object can be swung, driven, or thrown as an improvised weapon.
Making an improvised attack costs 1 AP and uses the Fight skill for melee or the Shoot skill for a thrown object. The attack has a –2 penalty to the roll. On a hit, an improvised weapon deals 1d4 Physical damage. An improvised weapon gains no Might bonus to damage and has no special properties.
Ranged Weapons
Ranged weapons are designed for distance and precision. The table lists each weapon’s type, damage, Required Might, range, and crafting cost (Crafting Level, materials in gold, and workload in Crafting Points); firearms also use the reloading rule below.
Required Might. If your Might is lower than a ranged weapon’s Required Might, you attack with it at Disadvantage.
Weapon Type Damage Req. Might Range Craft Lv. Materials (gold) Workload (C.P.) Hunting Bow Piercing 1d4 — 60/180 2 10 10 Short Bow Piercing 1d6 1 60/180 3 15 10 Bow Piercing 1d8 2 80/200 3 20 10 Long Bow Piercing 1d10 3 80/200 3 25 15 Composite Bow Piercing 2d8 4 120/240 3 125 45 Great Bow Piercing 2d10 5 150/300 4 160 60 Hand Crossbow Piercing 1d6 — 30 4 30 25 Hunting Crossbow Piercing 1d8 1 40 4 40 25 Light Crossbow Piercing 1d10 1 60 4 60 30 Heavy Crossbow Piercing 2d8 2 120 4 100 50 Siege Arbalest Piercing 3d4 4 120 4 120 80 Titan Arbalest Piercing 3d6 5 150 5 140 100 Pistol Piercing 1d12 — 30/60 5 500 200 Musket Piercing 3d6 1 60/150 5 1000 400 Arquebus Piercing 3d8 4 80/160 5 1800 700 War Cannon Piercing 4d8 5 60/120 5 2000 900 Range. The Range column shows the weapon’s normal range, and for bows and firearms also its long range (normal / long). Up to the normal range you attack as usual. Beyond it, up to the long range, you attack with a -2 penalty. You cannot attack a target beyond the long range. Crossbows have no long range: they shoot only up to the listed distance.
Broken Items
Items have no durability score. An item breaks only when a rule or the GM says so, for example from acid, fire, a long fall, or a trap. A Critical Hit never breaks the target’s gear by itself.
A broken weapon deals half damage (rounded down) and loses its properties.
Broken armor or a broken shield gives no Defense and no properties.
Repair: A crafter with the item’s Crafting Level repairs it with a quarter of its workload (rounded up) and no new materials.