

Weapons and Armour
Weapons
( All Guilds)
Non Combatant Weapon Skills
In this hectic and sudden world of The Mixed Medieval Arts, it is important for all to keep themselves armed and ready at all times. This includes our Merchants, or those whose Guilds come from the Non Combatants Guild Tree.
Non Combatants and Ranged Weapon Skills
(Throwing Weapons, Javelin, Short Bow, Long Bow, Light Crossbow, Heavy Crossbow, Flintlocks, Muskets, Siege)
These Skills all work the same as the Combatants rules state they do. For more information on what the skills do, see below or on the Weapons and Armour Construction page.
Non Combatants and Hand to Hand Weapons
(Knife, Short Sword, Long Sword, Great Sword, One Handed Mace, Great Mace, Ball and Chain, Great Flail, One Handed/Axe, Great Axe, Pole Arm and Spear, Staves)
Yes, Non Combatants may have Weapon Skills, either given to them through their Guild, or through purchase with Gold.
At no time may a Non Combatant strike a Player with a weapon, just as they may not be struck themselves
Instead, a weapon in the hands of Non Combatants is for a skilled defence of their lives. When a Non Combatant is faced with a Combatant extending their weapon (to demonstrate that the Non Com is in range) and stating "Non Com you're dead!" they can take any weapon that they have in hand at have least 1 Level of Skill in, present it to the Combatant and declare "Deflect".
In no way may the Non Combatant hit the Combatant or the Combatants weapon
Instead, They have to present the weapon to their opponent that they had IN HAND (not belted, or sheathed but actually in the Non Com's hand when the call of "Non Com you're dead" happened, if the Non Com had no weapon in hand, this option may not be used) and cry "Deflect". This means the killing blow was defended against with the weapon the Non Com is holding. The Non Com should start running away now, for there is no limit to how many times a Combatant can announce "Non Com you're dead" to a Non Com within their weapons Range. But, there is a limit to how many times a Non Com may try to successfully defend.
A Non Combatant may cry "Deflect" once per Level of the presented Weapon Skill in hand per encounter.
A Non Com may use this "Deflect" option as many times as the weapon in hand has levels. That means, a Combatant tries to announce "Non Com you're daed" to a Non Com with a Level 2 Knife in hand. The Non Com presents the knife and cries "Deflect!" and takes off running. The Combatant gives chase, catches up, extends their weapon past a side of the Non Com so that they see it, and again calls "Non Com you're dead!". "Deflect!" calls the Non Com while again presenting the knife directly to the opponent or up over head (for visibility from behind). The knife may no longer use the knife to Deflect for the rest of this encounter, though a second weapon that the Non Com is skilled with may be drawn allowing the use of that weapons skill level of Deflects.
How long is an encounter?
An encounter starts the moment the Combatant says "Non Com you're dead!" and finishes after the Non Com has spent 30 seconds in rest and recovery with no combat calls required. After that 30S period of rest, all "Deflects" are re-charged, and may be used again in the next combat encounter.
~~A very important NOTE~~
Any Character at any time may defend themselves with any weapon they have at hand, regardless of possessing the appropriate Weapon Skill. BUT, to attack another player to cause a Hit Point of damage with a Weapon DOES require the appropriate Weapon Skill. So, in short, No skill = no kills.
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Weapon Damages
All Hand Held Melee weapons within The Mixed Medieval Arts deal 1 point of damage with a successful strike to any legal targetable area.
All Ranged weapons within The Mixed Medieval Arts deal 1 point of damage with a successful strike to any legal targetable area.
All Arrows within The Mixed Medieval Arts deal damage according to what was hit.
~ If the arrow strikes any Targetable Area protected by Heavy Armour, the arrow deals 1 point of damage.
~ If the arrow strikes any Targetable Area protected by Medium Armour, the arrow deals 2 points of damage.
~ If the arrow strikes any Targetable Area protected by No Armour at all, the arrow deals 3 points of damage.
Flintlocks deal 3 damage to the Targetable Area they were aimed at within a 5 foot range to Target, 3 damage to Targetable Area of Victims choice within 25 feet, and no damage beyond.
Muskets deal 6 damage to whatever Targetable Area they hit.
Siege Weapons have a multi stage effect
~ First Target hit is DEAD, and they must spread arms wide and travel backwards 5 feet and fall down.
If that falling body and flailing arms makes contact with any other Player then-
~ Second Target hit takes 9 points of damage to EVERY Targetable Area, and they must spread arms wide and travel backwards 5 feet and fall down.
If those falling bodies and flailing arms makes contact with any other Player then-
~ Third Target hit takes 6 points of damage to EVERY Targetable Area, and they must spread arms wide and travel backwards 5 feet and fall down.
If those falling bodies and flailing arms makes contact with any other Player then-
~ Fourth Target hit takes 3 points of damage to EVERY Targetable Area, and they must spread arms wide and travel backwards 5 feet and fall down.
If those falling bodies and flailing arms makes contact with any other Player then-
~ Fitfth Target hit takes 0 points of damage to EVERY Targetable Area, and they must spread arms wide and travel backwards 5 feet and fall down.
Hand to Hand Weapon Skills
( Just click on the weapon of choice to jump to its description. )
Knife ( KN ) 50, Short Sword ( SS ) 150, Long Sword ( LS ) 250, Great Sword ( GS ) 350,
One Handed Mace ( OHM ) 150, Great Mace ( GM ) 350, Ball and Chain ( BC ) 200,
Great Flails ( GF ) 400, One Handed Axe ( OHA ) 250, Great Axe ( GA ) 350,
Pole Arms and Spears ( PAS ) 350, Staves ( ST ) 250
Ranged Weapon Skills
( Just click on the weapon of choice to jump to its description. )
( Flintlock, Musket and Siege may be found in the Warrior Skills List. )
Throwing Weapons ( ThWe ) 150, Javelin ( Jav ) 200, Short Bow ( SBow ) 250,
Long Bow ( LBow ) 300, Light Crossbow ( LXBow ) 250, Heavy Crossbow ( HXBow ) 300,
Flintlock ( Flnt ) 1000, Musket ( Mskt ) 1200, Siege ( Siege ) 1300,
Racial Restrictions
Halflings and Goblins may not purchase Musket.
Halflings may not use any weapon physically taller than they are.
Elves pay 50% more for Great Axe, Great Flail and Great Mace.
Giants and Trolls double all XC costs for size and availability of their weapons hinders training.
Combatant Hand to Hand Weapon Skills
**NOTE**
All Weapons dictate the nature of their material by the design of the Weapon.
If it is a Weapon with a length consisting of 75% Blade or more, it is a Metal Weapon.
If it is a Weapon with a length consisting of 75% Handle or more, it is a Wood Weapon.
Knife ( KN )
- Level 1 -
Character may actively use only a single Knife at any time, and never paired with another Hit Point dealing weapon in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 -
Character may now actively use 2 Knives.
Level 3 -
Three times daily Character may attempt to place a Knife on top of a Target Players shoulder so that the pommel of the knife is on the shoulder and the tip of the knife is in the air, and then they must announce " Blind 10S ". The Target Player is now blind as the knife has "sliced a deep line across their forehead and their eyes fill with blood". Effects last 10 seconds.
Short Sword ( SS )
- Level 1 -
Character may actively use only a single Short Sword at any time, and never paired with another Hit Point dealing weapon in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 -
Character may now actively use 2 Short Swords.
Level 3 -
Three times daily the Character may, after striking a Target Players one handed weapon with a Short Sword and announce "Disarm". The Target Player must drop their weapon so that it falls to the ground. The weapon can be retrieved normally only after it has hit the ground. This does not work against weapons held in two hands.
**Short Sword Specialization~ "Parry the Power"**
Character must successfully 'Draw' cut a Target that must be a Mana sourced Magic Item WITH a Mana sourced Magic Short Sword.
Character must announce "Parry the Power! Midnight".
The Item has now been 'cut' or 'severed' from the Mana stream and is now drained of all Mana based charges until Midnight that day.
There are 2 categories of Mana sourced magic items, Mobile and Stationary,
Mobile items are hand held or worn, and are made to be easily transportable. Examples are~ Any Mana sourced magic weapon, shield or armour, belt favours, and any number of handheld items from mirrors, cups, and head bands. These smaller sized items (even a Tower shield is small compared to an enchanted door or building) collect their Mana supply to fuel their Magic by gathering the mana it passes through, rather than drawing the Mana to them. As you move, it collects, much like pushing a paper towel into a spilled liquid, it 'soaks' up the Mana it contacts, but can not draw Mana to itself.
Stationary Items are objects that do not move from the spot where they were placed. It is not that they may be physically unmovable, but the fact that it is 'planted' in the one same spot for extended periods. Examples are~ Fixed objects (doors, buildings, things screwed down and fixed to a location) and Immobile Objects (Items that can be moved, but does not move on a regular basis, like active planted Circles, enchanted Mana sourced doors and structures, Town Chest, etc). These items collect their Mana by 'calling out to it', and they draw from the enviorns around itself. This creates a structured and consistent Mana collection system that is more akin to being wired directly into a Mana source.
Character may perform Parry the Power on Mobile items 3 times per day.
-OR-
Character may perform Parry the Power on Stationary items 1 time per day, and it consumes all 3 uses of 'Parry the Power'. If the Character has already performed a 'Parry the Power' that day and does not have the full 3 uses available, they can not cut a Stationary item from the Mana Stream.
Long Sword ( LS )
- Level 1 -
Character may actively use only a single Long Sword at any time, and never paired with another Hit Point dealing weapon in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 -
Character may now actively use 2 Long Swords.
Level 3 -
Three times daily Character may attempt to place a Long Sword on top of a Target Players shoulder so that the pommel of the sword is on the shoulder and the tip of the sword is in the air, and then they must announce " Confuse 10S ". Target Player is now confused and forgets what they are doing and cannot use Spells, Prayers, Psionics, Runes, Circles, Skills, Abilities for 10 seconds, all they can do is defend them selves in a confused manner. Target Players wearing a Helmet are immune to this version of Knockout.
Great Sword ( GS )
- Level 1 -
Character may actively use a Great Sword at any time.
Level 2 -
Three times daily the Character may, after purposely striking a Target Players weapon with a Great Sword twice, on the third strike against the weapon Character may announce "Weapon Break". The Target Player must drop their weapon so that it falls to the ground and the weapon is considered broken. The weapon can be fixed by using the Repair Armour skill. The weapon can be retrieved normally only after it has hit the ground, but it may not be used for anything other than defense until it is repaired. This is not effective against shields.
Level 3 -
Once a day, the Character is granted a Level 1 use of Run Through.
One Handed Mace ( OHM )
- Level 1 -
Character may actively use only a single One Handed Mace at any time, and never paired with another Hit Point dealing weapon in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 -
Character may now actively use 2 One Handed Maces.
Level 3 -
Three times daily Character may attempt to place a One Handed Mace on top of a Target Players shoulder so that the pommel of the sword is on the shoulder and the tip of the sword is in the air, and then they must announce " Knockout 1M". The Target Player has been "Smashed senseless" and is now unconscious. The Target player will remain so for 1 minute or until woken with 3 seconds of a second player trying to physically rouse them, or through use of skills such as Rally. Target Players wearing a Helmet are immune to this version of Knockout.
Great Mace ( GM )
- Level 1 -
Character may actively use only a single Knife at any time.
Level 2 -
Three times daily the Character may, after purposely striking a Target Players shield with a Great Mace twice, on the third strike against the shield Character may announce "Shield Break". The Target Player must drop their shield so that it falls to the ground and the shield is considered broken. The shield can be fixed by using the Repair Armour skill. The shield can be retrieved normally only after it has hit the ground, but it may not be used for anything until it gets repaired. This is not effective against weapons.
Level 3 -
Three times daily, after landing a successful hit on a Targets Players body with a Great Mace, Character may announce " Push " and Target Player must travel at least 5 feet backwards from the direction they were hit and fall to the ground.
Ball and Chain ( BC )
- Level 1 -
Character may actively use only a single Ball and Chain at any time, and never paired with another Hit Point dealing weapon in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 -
Character may now actively use 2 Ball and Chains.
Level 3 -
Character must first land a successful leg shot on a Target Player. Then, up to three times daily, Character can announce " Trip " Target Player must fall to the ground.
Great Flails ( GF )
- Level 1 -
Character may actively use a Great Flail at any time.
Level 2 -
Three times daily the Character may, after striking a Target Players weapon with a Great Flail and announce "Disarm". The Target Player must drop their weapon so that it falls to the ground. The weapon can be retrieved normally only after it has hit the ground. This DOES work against weapons held in two hands.
Level 3 -
Once a day, the Character is granted a Level 1 use of Crush.
One Handed Axe ( OHA )
- Level 1 -
Character may actively use only a single One Handed Axe at any time, and never paired with another Hit Point dealing weapon in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 -
Character may now actively use 2 One Handed Axes.
Level 3 -
Character must first land a successful leg shot on a Target Player. Then, up to three times daily, Character can announce " Trip " Target Player must fall to the ground.
Great Axe ( GA )
- Level 1 -
Character may actively use a Great Sword at any time.
Level 2 -
Three times daily, the Character is granted a Level 1 use of Amputate.
Level 3 -
Once a day, the Character is granted a Level 1 use of Decapitate.
Pole Arms and Spear
- Level 1 -
Character may use a Pole Arm or Spear.
- Level 2 -
For Pole Arm~ Character must hit Target in upper shoulder/arm, Character must announce "Amputate" Arm takes 3 HP damage.
For Spear~ Character must hit Target in upper shoulder/arm. Character must announce "Blind 10S!". Target is now Blind and must close eyes.
- Level 3 -
Character may hit Target in Body and announce "Impale!" Target Body takes 6 HP damage.
Staves ( ST )
- Level 1 -
Character may actively use a Staff at any time.
Level 2 -
Three times daily, Character may after successfully landing a hit with a Staff against a Target players Arm or Leg may announce " Paralyse _____ (Arm or Leg whatever is appropriate) 10S ". Effects last for 10 seconds.
Level 3 -
Three times daily, Character may after successfully landing a hit with a Staff against a Target players upper arm/shoulder or Leg may announce " Knockout 1M ". The Target Player has been "Smashed senseless" and is now unconscious. The Target player will remain so for 1 minute or until woken with 3 seconds of a second player trying to physically rouse them, or through use of skills such as Rally. Target Players wearing a Helmet are immune to this version of Knockout.
Ranged Weapon Skills
( There are no Levels to Thrown Weapons, one either has the skill and relies upon it or not )
Thrown Weapons ( ThWe ) ( small items such as Knives, Hammers, Axes, etc. )
Javelin ( Jav ).
Short Bow ( SBow ).
Long Bow ( LBow ).
Light Crossbow ( LXBow ).
Heavy Crossbow ( HXBow ).
Flintlock ( Flnt ).
Musket ( Mskt ),
Siege ( Siege )
