Maces
| Iron Mace (Tier 1) | A mace made of pure iron used to strike opponents. Deals 1D6 Bludgeon Damage. A creature who has over 40 strength deals more damage due to the force behind their strike, doubling the damage dealt as well as the Shove chance. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 1 or higher required. | 1-H Mace Bludgeon Damage | 6 lbs 12 Gold | 0 |
| Steel Mace (Tier 2) | A steel forged mace that is lighter than its iron counterpart. It feels sturdy in your hand and deals 2D6 Bludgeon Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 6 or higher required. | 1-H Mace Bludgeon Damage | 5 lbs 30 Gold | 4 |
| Titanium Mace (Tier 2) | A 1-hand titanium forged mace. Deals 2D6 +1D4 Bludgeon Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively that not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 6 or higher required. | 1-H Mace Bludgeon Damage | 3.5 lbs 50 Gold | 7 |
| Mithril Mace (Tier 3) | A mithril forged mace that feels light in your hand. Deals 3D6 Bludgeon Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 11 or higher required. | 1-H Mace Bludgeon Damage | 2 lbs 110 Gold | 9 |
| Diamond Mace (Tier 3) | A mace that glimmers from its diamond coating Deals 3D6 +1D4 Bludgeon Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 11 or higher required. | 1-H Mace Bludgeon Damage | 3.5 lbs 140 Gold | 12 |
| Adamantite Mace (Tier 4) | A mace forged from adamantite ores. The stone is not smooth, dealing 4D6 Slashing Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 16 or higher required. | 1-H Mace Slashing Damage | 5 lbs 200 Gold | 14 |
| Titanmond Mace (Tier 4) | A lightweight mace whose weight betrays the power of the weapon. Deals 4D6 +1D4 Bludgeon Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 16 or higher required. | 1-H Mace Bludgeon Damage | 0.75 lbs 240 Gold | 17 |
| Hero’s Morning Star (Tier 5) | An enhanced mace with a ball of spikes attached to it forged from a titanium blended metal. Deals 5D6 Slashing Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 21 or higher required. | 1-H Mace Slashing Damage | 2.5 lbs 500 Gold | 19 |
| Superior Morning Star (Tier 6) | An advanced metal alloy mace with a spiked ball that is both durable and light to wield. Deals 6D6 Slashing Damage. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 26 or higher required. | 1-H Mace Slashing Damage | 3 lbs 1000 Gold | 21 |
Whipping Stick (Tier S) | An average looking stick that is made of bamboo which is not only strong, but has jagged edges to deal damage. Those hit by it will receive 4D6 Slashing Damage up to 2 Cells away. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively which not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 15 or higher required. | 1-H Mace Slashing Damage | 1.5 lbs | 15 |
Mace and Chain (Tier S) | A steel mace with a chain attached to it to allow for the wielder to spin the mace around, hitting all in a 3×3 area of them for 3D6 Bludgeon Damage. The weapon also makes you feel nimbler, granting +1 to acrobatic checks. A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively that not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 15 or higher required. | 1-H Mace Bludgeon Damage | 4 lbs | 15 |
Poe Lease Baton (Tier SS) | A metal alloy beating stick with a black coated heat treatment. It is used to relentessly beat a target into submission. Allows you to attack twice with it per turn, dealing 3D6 Bludgeon Damage per hit. Grants +1 to Corercian and Investigation Checks, and allows you to draw magic chalk lines that last 24 hours as an effect. The skill can also be used as an alarm system of sorts, causing a beep sound within your mind when someone crosses it. These chalky lines persist for two minutes per your main class level. Level 25 or higher required. | 1-H Mace Bludgeon Damage | 1.5 lbs | 30 |
Star Seer (Tier SS) | A steel ball hung on a chain of a titanium pole. When hitting a target it deals 8D6 Bludgeon Damage and has a chance to stun and topple a target. The maze also grant the wielder a 10% to block an incoming attack outright; a blocked melee attack results in no damage being dealt! A Grandhealer or Paladin can use their holy or unholy energy to light the mace with a white or purple flame respectively that not only makes it a makeshift torch, but deals an additional 1D4 Damage. Used 5 Magic Points to light the mace and continually drains 15 Magic Points per half hour (1 magic point per 2 minutes) when trickling magic energy into their mace until snuffing it out. A Manipulator can light the mace as well with a red flame using their essence at the same magic cost. Level 25 or higher required. | 1-H Mace Bludgeon Damage | 2 lbs | 30 |