Revolvers

Iron Revolver
(Tier 1)

A revolver made of polished iron. Deals 1D6 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 5 rounds and requires 1 turn to reload.  Level 1 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

2.5 lbs
12 Gold

0

Steel Revolver
(Tier 2)

A brushed finish revolver made of stainless steel. Deals 2D6 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 5 rounds and requires 1 turn to reload.  Level 6 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

2 lbs
30 Gold

4

Titanium Revolver
(Tier 2)

A matte finish revolver made of titanium. Deals 2D6 +1D4 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 5 rounds and requires 1 turn to reload.  Level 6 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1.5 lbs
50 Gold

7

Mithril Revolver
(Tier 3)

A mithril forged revolver that glimmers a rainbow hue. Deals 3D6 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 5 rounds and requires 1 turn to reload.  Level 11 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1 lbs
110 Gold

9

Diamond Revolver
(Tier 3)

A revolver with a diamond coat for pleasant aesthetics. Deals 3D6 +1D4 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 6 rounds and requires 1 turn to reload.  Level 11 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

2 lbs
140 Gold

12

Adamantite Revolver
(Tier 4)

A adamantite forge revolver that packs a punch! Deals 4D6 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 6 rounds and requires 1 turn to reload.  Level 16 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

2.5 lb
200 Gold

14

Titanmond Revolver
(Tier 4)

A thicker diamond coated revolver made of titanium which gives the bullets extra spin for speed. Deals 4D6 +1D4 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 6 rounds and requires 1 turn to reload.  Level 16 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1 lb
240 Gold

17

Hero’s Revolver
(Tier 5)

A enhanced revolver forged from a titanium blended metal. Deals 5D6 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 7 rounds and requires 1 turn to reload.  Level 21 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1.5 lbs
500 Gold

19

Superior Revolver
(Tier 6)

A revolver made from an advanced metal alloy which is both durable and light to wield. Deals 6D6 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 7 rounds and requires 1 turn to reload.  Level 26 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1.5 lbs
1000 Gold

21

Trick or Treat

(Tier S)

A magic blaster that heals 25% of the time. Roll a 1D4 after a hit confirmation to see if it deals 6D6 Piercing Damage or heals for 6D6 Hit Points up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 6 rounds and requires 1 turn to reload. Level 15 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1.5 lbs

15

Pea Shooter

(Tier S)

A weaker version of a regular iron Revolver, but can rapidly fire bullets, weak as they may be, up to 4 at a time. Each bullet deals 2D6 Piercing Damage up to 6 Cells away, but doesn’t add your strength modifier at the end. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 7 rounds and requires 1 turn to reload. Level 15 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1 lb

0

The Pirate’s Life

(Tier SS)

A trusty machine grade revolver that is used by captains and further refined by Master-level Autarky.  This firearm can hold up to 8 rounds in the chamber. Each round deals 6D6 Piercing Damage from up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 5 rounds and requires 1 turn to reload. Level 25 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1.5 lbs

30

The Peacekeeper

(Tier SS)

A mini revolver that is discrete, light, and obtains large speeds. Deals 6D6 Piercing Damage up to 6 Cells away. Halves the hit distance (3 Cells) and has a flat 25% chance to miss (rolling 1D4) with the D20 hit dice) if the wielder is not an Autarky or Hunter. Holds 8 rounds and requires 1 turn to reload. Level 25 or higher required.

1-H Revolver

2-H Reload

Piercing Damage

1 lb

30