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Weapons serve to resolve Crisis situations in a direct, aggressive way. Every character has two slots - weapon and offhand - allowing them to equip a weapon and a shield or a shield-like item. Unlike heavier armor, offhand gear carries no penalties when equipped, but these can only be used in tandem with Light & Medium melee weapons, as well as Light ranged weapons. (Uncertain if there are exceptions to this, but it seems to be the rule.)

Ranged weapons also have a Range stat that is independent of its Light/Medium/Heavy classification. These can be Short, Medium, or Long range.

List of melee weapons[ | ]

Item Damage Weapon class
2 Physical damage
+2 damage per Effort applied, Max +6
Light
3 Physical damage
+3 damage per Effort applied, Max +9
Light
2 Physical
+3 damage per Effort, max +9
Light
3 Physical
+3 damage per Effort, max +9
Light
4 Physical
+3 Damage per Effort, Max +15
Stun target on critical hits for 1 round
Light
4 Physical
+2 Damage per Effort, Max +6
Medium
4 Physical and 3 Chemical
+2 Damage per Effort, Max +6
Medium
3 Physical
+4 damage per Effort, max +4
Medium
5 Physical
+3 Damage per Effort
Max +6
Medium
7 Physical
+2 damage per Effort, Max +6
Medium
8 Physical
+2 damage per Effort, Max +2
Heavy

List of ranged weapons[ | ]

Item Damage Weapon class
3 Physical
+2 Damage per Effort
Max +6
Light (Medium Range)
5 Physical
+1 Damage per Effort
Max +6
Medium (Long Range)
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