The article was updated 2025-08-20 to include some notes on faith and prayers that interact with some weapons.
Disclaimer: Roleplay options should (usually) take precedence over slight rule-mechanical advantages in a roleplaying game. The differences discussed here aren't so great that they break the game in any way, even the ones I point out as Superior or Fails. If your miner is a better character for using a pickaxe as his weapon, by all means use it! I do think the game would be even better if some of these options were tweaked, but its not like the game doesn't work without it. It does.
Also, this is based on a tiny bit of playtesting and a whole lot of speculation.
In addition to the discussion, each weapon will be graded on an abbreviated Tier List scale: S, A, B, C and F.
- S tier weapons are a superior choice in almost all situations, and should be carried by all characters.
- A tier weapons are very good, and useful to a broad category of characters. It will be used often.
- B tier weapons are okay, useful in some scenarios, but most characters will find better weapons are available to them.
- C tier weapons are usually bad choices compared to others available, but some corner-case builds or situations can make use of them.
- F tier weapons should be avoided, their mechanics are fundamentally flawed or completely overshadowed by other options that are at least as available.
In a well-balanced game, there should be no S or F tier entries, so hopefully that is the case here.
Note: The Old World Roleplaying Game is abbreviated as TOWR in this text.
Social repercussions of low-tier weapons?
The game does say that there may be consequences of using equipment beneath your station, but it also says that most items can be had at higher tier than their listed value. So you can have a Gold tier axe, it is simply exquisitely decorated and of the very best craftsmanship. I'm going to assume this means there is no real downside to using lower tier weapons, and that having a lower tier of availability is simply a (small) positive in the ratings.
Unarmed: C-tier
Unarmed attacks in TOWR are severely limited, in that they always deal the staggered condition instead of dealing damage. This, funnily enough, makes it a potentially good choice when the enemy has so high Resilience that you wouldn't be able to hurt them anyway. You also cannot use Defence to defend yourself while unarmed. (Even against other unarmed combatants the way the rules are written.) You can still defend yourself using Athletics, of course.
They have the upside of being freely available to everyone, usable even if your hands are full: there are no rules requirements for having a hand free, and biting and kicking are called out as possible unarmed attacks. The text of the Bash Attack talent also suggest that a pommel strike or shield bash could be handled as an unarmed attack, though they may be intended count as knuckle irons instead. Unarmed attacks also make use of the Brawn instead of Weapon Skill for attack rolls, which means you can put your XP into a more generally useful skill than WS and still be able to fight.
While almost entirely overshadowed by Knuckledusters, the fact that you do not need a free hand or any equipment to use this type of attack keeps it out of F-tier by a hair.
Knuckledusters: S-tier
While still preventing you from using Defence to oppose incoming attacks, many careers not focused on combat will use Athletics anyway, and may have high Strength, making Brawn a good choice for an attack skill. Unlike unarmed attacks, knuckledusters can deal damage - and though their damage is low, it does scale with Strength, meaning investment in the same attribute will increase both your damage AND your chance to hit (which also reduces your chance of being staggered by missing) - before maxing out your characteristics and skills, you'll probably deal more damage with knuckle dusters than a sword, because the sword user has to divide his XP between Weapon Skill and Strength. (You could argue that you have to split it between Agility and Strength, but you're still winning out as Agility is another supremely useful characteristic, and Athletics is a much more broad skill than Defence.)
Furthermore, Strength is very useful for both crafting (Toil) and adventuring (Brawn) as well - in addition to being the skill used for grappling. Other melee weapons need Strength for damage as well, which means you aren't even making yourself much worse at using other weapons by focusing on this.
As long as your Athletics is good, not being able to use Defence is not a downside, and there are (the way the rules are written) no particular penalty or danger to attacking an armed character while unarmed yourself. GMs might house rule that, so keep that in mind.
You also get a bonus to checks for concealing a knuckle duster on your person, meaning it's a good choice if you have to smuggle a weapon in somewhere.
I think Knuckledusters are a little too good. The problem is, in my opinion, that you can attack someone armed with a sword without any penalty. A single point of damage difference between knuckldusters and a sword doesn't seem right either, but there isn't really enough granularity in the system to deal with that. I'm not entirely sure how to deal with it, as nerfing knuckledusters without touching unarmed much is a bit tricky. A possibility is to say that you cannot add your successes from the attack test to the Knuckledusters damage if the enemy is armoured. That would probably bring them down to B-tier, as most enemies are armoured.
Dagger: F-tier
The Dagger is completely overshadowed by Knuckledusters, which has the same damage and bonus to conceal the weapon. You have to use Weapon Skill and Melee to attack instead of the more broadly applicable Brawn/Strength of Knuckledusters, but you still need Strength to increase damage. If you happen to have high WS/Melee and really need to conceal a weapon, or if you just want the smallest possible excuse to use Defence to oppose attacks, daggers would be your choice - but there really isn't much reason to take them.
I think fixing the dagger could be done by giving it its own niche. For instance, dual wielding a dagger along with a sword should have some useful effect (currently it is useless except possibly making it easier to conceal the sword, depending on how you interpret the rules - hopefully you don't interpret it like that, as it makes no sense). The dagger should probably deal more damage than the Knuckledusters as well. Indeed, increasing the damage to S (from S-1) would make sense compared to other weapons in the brass tier, as they would then all have their advantages.
Another possible fix, which would bring it to C-tier if nothing else, would be to let it give +1d to Defence tests when paired with a sword for dual wielding. For a Defence user, that would make it an interesting alternative to the shield: With a high Defence skill, getting +1d to oppose attacks is arguably better than +1 armor, as you're less likely to be staggered from being hit but not wounded. The tradeoff is that you still can't Defend against ranged weapons. That might make it an interesting choice for duels in some cases. Still not great, but at least something. I might do both of these fixes - that would possibly make it B-tier.
Staff: S-tier
When I first read the Staff, I considered it to be trash, but then I played a game and used Difficult terrain in combat.
The Staff is as straightforward a melee weapon as you get in TOWR: It uses WS/Melee to attack, deals S damage, and is one-handed. (I think its statted more like a Shillelagh than a staff, to be honest.) But it also gives +1d to Athletics when crossing difficult terrain.
Now, in TOWR, whenever you cross as much as a millimetre of difficult terrain in combat, you have to test athletics or fall prone at the end of your movement. Which may well be in melee range of an opponent, where that gives them height advantage on their attacks, prevents you from giving ground, and requires you to take the Recover action to get up. (If you're not in melee range you can just get up, but even if you're not currently in combat you likely will be by the time it is your turn again.) You can avoid all this by Moving Carefully, but that requires your action.
And what I found was that as a GM, one of the easiest ways for me to make a battlefield interesting was to use a lot of different types of difficult terrain. It is a great mechanic, interacting with various environment lores, making tactical movement viable, etc.
And that means that athletics check bonus from having a staff can be absolutely vital. It can even give that bonus outside of combat from time to time.
As a one-handed weapon, it should be carried by almost everyone for this purpose (you can carry as many weapons as your Strength score, though only one 2-handed weapon). Even if it would have to be equipped for the bonus to apply, swapping weapons is a free incidental action, so it doesn't matter all that much.
There isn't much reason not to take a staff as your third weapon. While S-tier because everyone should have one, I wouldn't call it overpowered as you are likely to want other weapons as well (though its a fine backup if you need one). It simply has its own very useful niche that is not attacking.
Balancing the staff is most easily done by calling it a 2-handed weapon. Not sure why it isn't, possibly to let mages hold their spellbook in one hand and their staff in the other - but there is no reason why a two-handed weapon can't be held in one hand, and putting the spellbook away is a free incidental action anyway. But we will see a similar problem with the foot spear. In the end, perhaps it should be a one-handed weapon but count as your one allowed 2-handed weapon carried. That would make sense to me, as I find it hard to see someone running around in combat carrying both a true staff and a greatsword.
As it is, get yourself a staff and flavor it as a shillelagh to make it make a little sense, and enjoy falling a bit less often in combat.
Foot spear: A-tier
The foot spear is a one-handed weapon that deals Strength damage. It has a range of Short which means you can use it to strike anywhere in your zone, not just within arms reach. (This requires movement to be a bit abstract, or it can get silly.) It gives you +1d on Defence against charge attacks (note: Defence, not defending yourself, so no bonus to dodging with Athletics) and +1 damage if wielded in two hands.
The spear also has talent support, being perhaps (perhaps!) the best weapon to use with the Deep Formation talent to spread your bonus against charging enemies to your allies - and they'd get to use it for dodging as well.
The Faith talent must also be mentioned here. Empire humans can take this talent and worship Myrmidia for 4xp. Granted, this does require either starting as a priest (which would mean you get it for free) or undertake some trial or quest to prove your devotion, but Myrmidia is a very cool goddess (that deserves more attention in the Warhammer universe) and that isn't really a downside. It is even suitable for the default setting, as the Knights of the Blazing Sun are based in Talabheim. Once you have this feat, spears deal +1 damage for you, and holding a shield means you're never outnumbered in combat. The +1 damage is obviously amazing, and the shield bonus pairs well with the Defence bonus of the foot spear.
Overall, this is is a very good weapon. As with the staff, it is a bit strange that you can carry this so freely, and I think it should be counted as your 2-handed weapon for encumbrance purposes. However, you don't want to make it a fully 2-handed weapon, as it should be usable with a shield. I think, perhaps, it should be limited to Close range when used with a shield though.
The spear is kept out of S-tier by just being really good, but not having a niche that is so great that everyone needs one. You'll not regret choosing a spear as your main weapon, but there are other options just as good.
Cavalry spear: C-tier
The cavalry spear is one-handed, deals Strength damage, and gives +1d on charging melee attacks while mounted. It is short ranged, letting you hit anything in the zone. This is overshadowed by the foot spear if you aren't mounted, but if you are, getting bonuses to hit (which also indirectly applies to damage) can be hard to come by. And as a brass tier weapon, it is easily accessible.
Like the Spear, this can benefit from the Faith talent with Myrmidia.
I'm not entirely sure if this should be B or C tier, even while mounted you might be better served by an Axe or Spear half the time. It has a fairly unique and useful niche which isn't met by any other Brass or Silver tiered weapon (the Lance is better, but is Gold tier, and even there the Cavalry spear has range advantage). In the end, dumping it to C-tier because the short range can't be used when charging, charging always has to end in close range. That means the advantages of this weapon don't really work together.
Axe: A-tier
The axe is another one-handed weapon that deals S damage. The only special thing about it is that it deals +1 damage against opponents wearing armour, effectively counteracting a single point of armour. This is a very broadly useful trait, and leaves the axe as a simple, effective weapon. If your two-handed weapon slot is taken by a ranged weapon, or you are using a shield, the Axe is the best melee weapon against armoured opponents in the entire game. And it is bronze tier, available to everyone.
The axe is only one-handed melee weapon that lets you use the Armour Bane talent, which reduces enemy armor over time. That is a pretty good talent against highly armored enemies, and boosts the axe another few points.
The Faith talent also offers some support. Empire humans can take this talent and worship Ulric for 4xp, though increasing the level of the talent for a further 4xp (3xp for priests) is necessary to get any benefit for the axe. This does require either starting as a priest (which would mean you get it for free) or undertake some trial or quest to prove your devotion. The prayer in question turns your axe magical, and gives it +1 damage - which makes a good weapon better, though the cost is fairly high.
The axe will be the primary weapon of a great many character, and a secondary weapon for even more. It is nearly in S-tier, but other weapons are better when enemies are not armored, and if you use 2 hands on your weapon it is easily outclassed even by a spear. It threads that line of being very, very good without being overpowered or an auto-pick.
Pickaxe: F-tier
A 2-handed weapon that deals S+1 damage, the pickaxe is quite basic. It would have had an okay niche, except the Foot Spear wielded in two handes deals the same damage, has other useful bonuses and a range advantage, and doesn't take up your 2-handed slot (unless you use my house rules). The unique advantage of the pickaxe is +1d to Toil when gathering resources, but that really isn't that good - the number of in-game situations this will apply to is very close to 0, and as for downtime... well, it's good for Prolonged Labours perhaps, but it must be relevant to practicing your career, so quite niche. Maybe you could use it to Help Ally to mine materials for something crafting a sword? Still too niche for me to give any points for it.
There is no reason except fluff to lug this thing around.
Sword: C-tier
Our first silver-tier weapon, the sword has basic stats for a one-handed weapon: Close range, S damage. It also gives you +1d to Defence when not staggered. This bonus is both bad and weird:
First of all, it applies only to the Defence skill, so the sword is completely overshadowed by any number of weapons for a character who prefers Athletics for opposing attacks.
Secondly, it only applies when you are not staggered. This is annoying to keep track of and remember, and you are very often going to be staggered in combat. There are ways around this, but between the other limitations... I will most likely house rule that the bonus applies all the time. That'll save me from having to answer questions of "Is he staggered?" all the time as well.
Thirdly and weirdly, it makes you better at blocking arrows and bullets with a shield...
These rules make the sword an okay duelling weapon... I guess? It is the only one-handed weapon that gives the bonus to defence when not staggered (meaning it can be used with a shield), which barely keeps it out of F-tier.
The Defensive Stance talent makes this better, as it lets you remove staggered from yourself when successfully defending yourself - being staggered less often is good, better when it gives you a bonus. 2xp isn't prohibitively expensive. But that talent comes with its own cost, not staggering the attacker, so I'm not counting it for much here.
My house rule of allowing the defence bonus to always apply probably brings it to B-tier - it would be comparable (not necessarily better) to A-tier weapons like axes and spears for a Defence-using shield-user, but still useless to Athletics-users.
Warhammer: B-tier
The warhammer, namesake of the game itself. Besides being silver tier, this is another straightforward melee weapon: Close range, S damage. It bonus is that it gives +1 Melee against staggered enemies. The intention seems to be that the warhammer is a great finisher - someone else sets you up by staggering the enemy, then you finish them.
The warhammer has interresting talent support in the Bash Attack talent, which allows you a free melee attack after staggering someone in combat. So if you have good strength, start by kicking them to make them staggered, then get a bonus to hit them with the warhammer. Even if the warhammer attack misses, they'll be staggered again and have to choose between giving ground, falling prone or taking damage. This does require you to invest into Brawn to make sure you hit with the unarmed attack, but for a high strength character it is an interesting combo. Though perhaps not the best possible given the investment required.
Even without that talent, the warhammer bonus isn't bad. Enemies are likely to be staggered quite often, and getting +1d to hit means that you are both more likely to hit - which makes it less likely you will be staggered for failing to connect - and it increases your potential damage. And even if extra damage isn't enough to wound the opponent, it increases the chance you will stagger your enemy.
The Faith talent must also be mentioned here. Empire humans can take this talent and worship Sigmar for 4xp. Granted, this does require either starting as a priest (which would mean you get it for free) or undertake some trial or quest to prove your devotion, but Sigmar is a fairly interesting god in the default setting as he is outlawed in Talabec - which makes it a potentially good roleplaying choice. Once you have this talent, you gain some bonuses which includes +1 damage with Warhammers. If you take the talent again, you get access to a prayer that turns your hammer magical and lets you use it to set fire to your enemies. Good stuff.
To me, the bonus feels like it will be roughly as useful as the bonus of the axe - it might even be slightly better. I'm rating it one tier lower because it is a lot more involved, having to remember to track the staggered status of your enemies. Also, it is Silver tier compared to the Brass tier of the axe, which means it is a lot less available. For that, I would have wanted it to be a little bit better to be comparable. But B-tier is still fine, the Warhammer has its niche where it can shine a bit, and is never really bad.
Morning Star: B-tier
This one-handed weapon deals S+1 damage and requires close range. That would make it awesome, but it gives you -1d to melee while you are staggered. As mentioned when discussing the sword, you will be staggered quite often. Unlike the sword, the benefit here (+1 damage) is always good.
If you hit anyway despite the penalty, the -1d to melee would have had a Skill*10% chance of giving you the damage that you're getting as a flat bonus here. That means that on average, there is always a damage bonus if you hit. The question is how bad the reduction in hit chance is. This is going to depend on your WS/Melee stat. If you have the maximum 6dice and 6 skill, it is extremely likely that you will hit even if you're reduced to 5dice. In that case, this is the most damaging weapon in the book. On the other hand, if your WS is 2 or 3, losing a dice is going to be very painful.
The fact that you only lose that die when staggered makes the cutoff of when it is smart to switch for the Morning star a bit lower. The math is too hard to be sure of, but I'm thinking the morning star may be the best one-handed weapon once you hit WS4 Melee 4 or better, especially if your Strength is such that +1 damage will often make a difference to breaching your enemy's Resilience.
There is talent support for the Morning Star in the Mighty Blow talent, which removes the penalty. With that talent, it becomes an excellent one-handed weapon, though 3xp is significant and there are other weapons like the spear and staff that have better general utility.
The Morning star seems to be a pretty perfectly balanced weapon, there are cases you want it, and there are cases you definetly won't. You can tailor your build to be even better with it. As a silver tiered weapon, it is slightly disappointing compared to many of the excellent brass variants. B-tier seems a good place for it.
Polearm: B-tier
Before discussing this, lets get this out of the way: I hate that there is a weapon called "polearm" in a game that also details spears, halberds, billhooks AND glaives. What even is this? It feels like they lifted a list of weapon from various army lists in a wargame and didn't consider if it made sense.
The weapon itself is fine. It is a one-handed weapon (which means it has the same problem we discussed with the Staff and Foot spear - it really ought to count as a two-handed weapon for encumbrance). If wielded in one hand, deals S damage and has short range - so it can hit anyone in the same zone as you. That's okay, but outclassed by the spear. If wielded in two hands, however, it deals S+2 damage. That makes it the highest damage short ranged weapon. The spear is still almost as good when wielded in 2 hands, as it deals S+1 damage and gives a defence bonus, but S+2 damage is better. Perhaps just enough better to justify the Silver tier. However, it is strictly worse than a spear in one hand. And as a silver tier character, you can afford shields...
The polearm isn't bad. It has a niche, dealing good two-handed damage and having short range. It has strengths and weaknesses versus the spear, and if it was a Brass tier weapon I would rate them the same - but it is a higher tier, and should probably be a bit better. The fact that you can afford shields though, means it is less likely to be useful than a brass tier spear. It is still very low B-tier, but could drop to C.
Flail: F-tier
The flail is a two-handed weapon that deals a massive S+3 damage at short range. However, when you are staggered, you take -2d to melee attacks. As discussed before, I assume you'll be staggered fairly often, and a two dice penalty is bad for anyone.
I feel the penalty here is great enough that you want the Mighty Blow talent before using this. The alternative is probably using the recover action or other means to remove staggered quite often, but that investment reduces the value of the weapon. If you do have Mighty Blow, this weapon is completely overshadowed by the greataxe. If you don't... the greataxes penalty is lower, but always applies - I'd say that balanced out, except the greataxe also gets another bonus - a very useful one.
There are some extremely niche cases where the flail seems like it might work, but the price always ends up being too high compared to other weapons. F-tier.
(The Flail has other talents than Mighty Blow that can support it, such as Cleaving Blow, but these apply equally to other two-handed weapons, significantly the Greataxe.)
Billhook: C-tier
The billhook is 2-handed, S+2 damage and close range. It gives +1d to melee against mounted enemies.
Normally, it is fine. Same as the polearm in two hands, but shorter range. Against mounted enemies, it is amazing - an extra die means both a higher chance to hit (and thus not get staggered) and more damage. But how often are you facing mounted enemies? And it's a Silver tier weapon to boot. This seems like a weapon I would get for a regiment I wanted to stop a charge of knights. For an adventurer that will face many different types of foes, there are better weapons.
Halberd: B-tier
The halberd is 2-handed, S+2 damage and close range. It gives +1 damage against armored enemies.
Remember the axe? This is the two-handed version. The greataxe might think it is, but it's really this. But is +1 damage worth taking up your two-handed slot (which might carry a longbow or crossbow, or let you carry a shield)? Even if it is, does it warrant the change from Brass to Silver tier?
Feat support is good: Armour Bane, same as for the axe, and like any 2-handed weapon it can benefit from the fantastic Cleaving Blow talent - indeed, +2 damage and a bonus to armored enemies make it very well placed to take advantage of cleaving blow.
While the axe made it to A-tier, I find this just a little bit worse, which probably means better balanced. It is fine, but not amazing. B-tier is a good place to be.
Glaive: F-tier
Another 2-handed, S+2 damage, close range weapon. This one gives +1 Defence when not staggered. The difference between this and the Halberd seem to equal the difference between the Sword and the Axe. But there are some subtle differences: These weapons are two-handed, meaning they can't be used with a shield. That makes the +1 Defence quite a lot worse than with the sword, as it won't apply to ranged weapons.
F-tier may be a bit strict here, as it does a lot of damage. But it just isn't well designed, giving a bonus that is likely to rarely be useful, and taking up the two-handed slot. It's niche just isn't viable compared to other weapons.
Greataxe: B-tier
A 2-handed, close ranged weapon that deals S+3 damage, this starts out sounding like the Flail - but it is a bit better. It always gives you -1d to Melee, which is bad, but it also gives you +1 damage to enemies wearing armour.
As we discussed with the Morning Star, high WS/Melee characters can deal with a -1 to hit. Here it is always on, which makes it easier to remember. The +1 damage makes up for it when you do hit.
Talent support here is excellent. Mighty Blow removes the hit penalty, and like the halberd and axe, you can benefit from Armour Bane. There's also the Cleaving Blow talent, same as for all two-handed weapons - but with the excellent damage and extra damge against armour, you are more likely to wound your opponent, and therefore more likely to trigger the effect. Staggering all enemies in close range is amazing (it's not "staggered unless already staggered", but rather actually inflicting staggered).
It is possible that your GM may let the prayer obtainable from Ulric that boosts "any axe" apply to greataxes. (See the axe entry for details.) If so, that's another point for this weapon, though the cost is high.
These things make it the best 2-handed weapon in my opinion, and the excellent damage also means you actually are fairly likely to wound various very high resilience opponents outright.
But still, 2-handed weapons require investment in Agility to be able to resist ranged weapons, and the feat support here will require a lot of XP. And it's not a great weapon when you're starting out, due to the penalty to hit - silver-tier characters who like 2-handed weapons should probably start out with the Halberd, then switch to the Greataxe later in their career. That's fine, but it keeps it in B-tier. Shields are just too good.
Greatsword: F-tier
The greatsword is to the glaive, as the greataxe is to the halberd. It is a close range 2 handed S+3 melee weapon, that gives a bonus to Defence when not staggered. The problems listed for the glaive also apply here. Also, it is Gold tier - and can't hold a candle to the Silver-tier greataxe.
Sure, it does a lot of damage, but the design is flawed - Defence just isn't that useful without a shield. F-tier may be a bit too strict, but lacking synergy with yourself is one way of getting there.
Greathammer: C-tier
Two hands, S+3 damage, close range, -1d to melee, but +1d melee to staggered enemies. This is indeed the two-handed warhammer. A gold tier weapon, the baseline to compare this against seems to be the Greataxe, and the math works out a lot like Warhammer vs Axe. The higher status tier makes it hard to say this is as good (especially as I consider the silver-gold gap to be greater than the brass-silver gap), even though it really can benefit from all the talents almost as well as the greataxe can.
I find it overshadowed by the greataxe, which dumps it in C-tier, even though it isn't bad objectively.
Lance: A-tier
This is a proper knights lance. A gold tier, close range, S+1 damage, one handed weapon that deals +1 damage and gives +1 to melee when charging while mounted. This is interesting if you are mounted. Two economic tiers up from the cavalry spear, and deals one more damage (two more on the charge)... You lose the range advantage of the cavalry spear, but that wasn't worth much on a weapon meant for charging.
Now, rules as written you don't have to be mounted to use this. And if we ignore the bonuses, it is a S+1 one-handed weapon. That's like a morning star without the penalty, and I considered paying XP for a talent to get rid of the morning star penalty viable. Certainly that makes moving to gold tier to get it pretty good. And with the bonuses when mounted as well...
This weapon feels like it should have a "mounted only" rule, and I will certainly house rule it that way as horsemans lances on infantry belongs in certain kinds of anime (hello Final Fantasy Dragoons), not Warhammer. As long as it doesn't, its A-tier mechanically. With that rule, I'd probably call it B-tier.
Summary
All in all, the melee weapons of The Old World Roleplaying Game give some interesting variety. There are some that need some work, in one direction or the other, but most can be fixed by very simple house rules. Here is the full tier list:
S: Knuckledusters, Staff
A: Foot spear, Axe, Lance
B: Warhammer, Morning star, Polearm, Halberd, Greataxe
C: Unarmed, Cavalry spear, Sword, Billhook, Greathammer
F: Dagger, Pickaxe, Flail, Glaive, Greatsword
The knuckledusters need fairly serious rework to be balanced. Staffs and spears just need to take up the slot as your one two-handed weapon (without being two-handed). Axes are good, but not so absolutely amazing they have to be nerfed. Lances need a "mounted only" requirement.
Unarmed is weak, but it should be - only thing it might get is being able to use Defence against other unarmed characters. Cavalry spears are probably fine, the niche works out well as you can just keep it on your horse (same as lances). Swords should just get their defence bonus all the time. Billhooks are too specialized to exist, and greathammers just can't quite compete with greataxes but are probably fine.
Daggers, Pickaxes, Flails, Glaives and Greatswords all need reworks.
What do you think? Did I miss some build that makes any of the weak weapons awesome? Are there downsides to the high tier weapons that I didn't take into account? Leave a comment and let me know!
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