WEAPONS AND HOW THEY WORK

Mar 5th 2026
So far there is about 10 different types of weapons. I am still working on giving them there own personality but so far I am pretty happy with how they are coming along. I still feel like weapons are missing some “secret sauce” that truly makes each one feel different. I have even played around with some weapons having a deck of cards instead of using dice which would be really cool! 

blesheen violent

SWORDS

Like so many games before it, swords are meant to be a well balanced weapon. Not crazy damage, not much gambling on results, just a straight shooter. 3 Eyed Stick sword has a keyword that in general makes battling very, very fun which is Crit 8.

Crit X - When your attack roll is X or greater, roll one additional attack dice.

Its a basic combat idea in games but man is it feel amazing if you roll 2 of these in a row! The second keyword is Range which just means you can attack an enemy that isnt directly adjacent to you, so 2 spaces away for this one. Below the keywords are the main profile for attacking. The black box with the number 1 inside it is the activation limit. So on a players turn, this weapon can only be used once. Better or maybe lighting weighted weapons can be used more, as its all about timing in this game! The next trangle looking symbol is the AP symbol (Action Points). So spend 1 AP to use this weapon. Next is the dice symbol which states this wepaon rolls 2 dice, and on results of a 4 or more you will get a hit. the last symbol is a sword which tells you your damage. But the way damage is dealt is actually a bit nuanced as you dont simply do 2 damage per hit. Instead There is a thing call...

RESIDULE DAMAGE

Although 3 eyed stick sword does 2 damage each, that only account for the first hit. Every hit after the first only does 1 damage, so this sword the max damage it can do is 3. This helps with balancing a lot as there is ways to roll a ton of dice in this game, so if you were to have a weapon with high damage it would be possible to kill a boss in one hit! Plus, this leaves room for more types of skills and upgrades to play around with residule damage. Its a pretty neat idea I think!

blobmimic gutpunch

DAGGERS

Two things all daggers have in common are the Back Stab keyword and being light in weight.

Back Stab X - roll X extra dice while atacking from the back of an enemy.

So this is also to show off that positioning will matter in the game and will effect how you dish out damage. This dagger is a little on the weak side but there are some things that can help it out. The keyword itself is a nice potential damage bonus on top of a low number to get a hit (3+). But one more thing is actually the weight. Weight is displayed in the bottom left corner, this dagger has a zero weight. A weapon like this will help keep your weight low which in turn is going to allow you to block more attacks coming your way. Weight can also effect events like climbing a wall. Maybe some players wont make it to the top but if you are light enough getting to the top will be a breeze.

buroro deepwell

STAFFS

Staffs are a bit weaken when it comes out to dishing out raw damage. but what they lack in damage they make up for in sweet bonuses like the keyword HP 1.

HP X - When you successfully hit with a weapon, gain X HP.

The down side is obviously that this staff can only do 1 damage and misses 50% of the time. But in the early stages of the game you might be pushing more towards using magic and staying alive so this will be better suited for that than a sword.
“And magic you say?!”
Yes! You may have noticed the white circles at the bottom of the cards? This is where you can slot in various magicical artifacts that will grant the players new skills, bonuses and attacks. While some of the heavier weapons like hammers will have no slots, staffs always have the most! We will go over Artifacts in a future post after we get through armor.

pickles nipyip

DOUBLE SIDED CARDS

How can this weapon be double sided you say? Well again it comes to the keywords, and in comes Transform 1.

Transform X - When a dice rolls equals or succeeds X, flip this card.

The Sap Axe to work correctly needs another special part to the keyword to make this one work correctly. teh “dash” symbol inbetween. The dash links keyword together so that they work in tandem, and in this case it uses Throw 3.

Throw X - Make an attack using half the required dice (rounded down) with Range X.

So now your axe can reach an enemy a bit farther away and you are still left with one axe. Heck it even becomes a bit lighter in weight and a change in stats!


pickles nipyip

STARTING GEAR

And to end this post I will briefly show off the gear you begin the game with. They are middle of the road stats as expected with the bonus of Crit 8, since thats just such a fun mechanic. this stuff is getting more into armor so I will go into details about that next time!

Everything i’ve shown off today is still in pretty early development so anything is still subject to change, be expanded on or just deleted all together.