It’s well past time for me to start defining what makes the weapon choices separate and different from one another. They’re intended to be one of those things that enables serious customization of tactics beyond “I have the high ground.”

I’ve defined ten types of weapons for Norvendae: slings, clubs, hammers, axes, blades, javelins, spears, flails, bows, and hand weapons. There’s more variation among individual weapon types (particularly hand weapons), but each weapon type generally represents a specific damage type, or (wait for it) combat attribute.

Remember these? “Revised Attributes for September.” Well, the attribute list will be getting at least one more major revision as the list is narrowed down, and the attributes themselves will finally be attached to weapon types. Carrying and using a weapon will enable your character to deal more damage, while “typecasting” it.

Each weapon represents a type of damage. You have “sling” damage, or “bow” damage, “blade” damage, or “hand” damage. I don’t see any reason to dilute the attacks any further. Rather than making weapons a passive participant in combat, simply to be equipped and forgotten about, they’ll be the main subject matter.

When an attack power talks about using a ranged weapon, it will be useable with any of the main “ranged” weapons, including the sling, axe, javelin, flail, and bow. When an attack power talks about using a melee weapon, it will be useable with any of the main “melee” weapons, including the club, hammer, blade, spear, and hand.

Any character can make use of any weapon (generally, they’ll choose two), though certain tactical roles make better use of certain weapons. Of course weapons will have their own unique powers for a player to choose from, so it may be optimal for a player to choose weapons that suit their individual purposes instead.