Weapons

Access to weapons depends on availability. Weapon properties are often matched or negated by Armor.

Armor Piercing: Against Medium Armor and Shields, the target’s AC is reduced by 2. Against Heavy Armor it is reduced by 3; it always does 1 point of damage through armor despite resistance.
• [The minor version is a lesser reduction by 1 of the AC values and no minimum damage]

Pulverize

Whenever armor Resilience is used, weapons that Pulverize count as 2 uses. Pulverizing weapons do twice as much structural damage as well.

Quality Weapons: These weapons cost 5x the normal, but do an extra point of damage, including a higher average damage if that option is used.
Deadly Weapons: These weapons cost 20x the normal, but cause full damage on a hit
Fine Weapons: These weapons cost 20x the normal, but are +1 non magical
Durable Weapons: These weapons cost 20x normal, but are be used to block a blow as normal, but can be fixed after “useless” (though it is unusable until then) for 10x the cost of the weapon.
Balanced Weapon: Adds 1 to the critical range for the cost of 20x the normal (critical on a natural 19-20), to a maximum of 18-20 when combined with ability

Divine Weapons

For more details, see Divine Items.

Occult Weapons

For more details, see Occult Items.

Psychic Weapons

For more details, see Psychic Items.