126 currently discoverable titles

Lore Books

Collectible books, drop chances, reading rules, series, and revealed text.

Reading rules

How lore books work

Book text is collapsed below so titles can be searched without exposing the contents.

Reading time
1 hour of active expedition time
Equipment slot
Book slot on a field-party member
Drop selection
Unread titles have 4 times the weight of read titles
After reading
The book returns as an item and its text is recorded in Lore
Duplicates
Read duplicates cannot be equipped, but they can be stored or sold
Stack size
One book per inventory slot
Drop rules

Chance by source

A successful source can award at most one eligible lore book. Titles tied to an expedition, character, or Pinnacle become eligible after the corresponding discovery.

SourceChanceRarity weights
Ordinary enemy0.3%Normal 20 · Common 8 · Magic 2
Threshold Boss1%Normal 20 · Common 8 · Magic 2
Depth Boss6%Normal 10 · Common 6 · Magic 4 · Rare 20
Expedition Guardian12%Normal 6 · Common 4 · Magic 3 · Rare 20 · Epic 5
Pinnacle boss25%Normal 4 · Common 3 · Magic 2 · Rare 20 · Epic 10 · Legendary 2
Chest2.15%Normal 20 · Common 8 · Magic 2
Pinnacle reliquary3%Normal 20 · Common 8 · Magic 2
Book catalog

Discoverable titles

Open a record to reveal its text.

1 results
N027 · NormalAxes and Blunt WeaponsA Korr forge-yard training manualAny expeditionReveal book

A forge-yard manual covering hand axes, great axes, maces, and warhammers, with attention to weight, recovery, hafts, hard targets, and the difference between a working tool and a weapon.

Catalog code
N027
Rarity
Normal
Expedition
Any expedition
Unlock
No story gate
Weight
0.5 lbs
Aurel value
100
Series
Weapons in Common Use, volume 2 of 6

Axes and blunt weapons place much of their working mass near the end of the swing. That makes a clean hit powerful and a poor miss expensive.

The wielder must learn not only how to begin the attack, but how to stop it, recover their balance, and defend while the weapon returns.

Do not choose one by lifting it once in a shop. Make several controlled movements. Hold it at guard. Bring it back from a careful swing. If the head drags the shoulder out of place before training begins, exhaustion will not improve the weapon later.

Hand axes

A hand axe carries a cutting edge on a compact head. It is short enough for one hand and leaves the other available for a shield or another small weapon.

Many hand axes descend from camp, forestry, rescue, and construction tools. Similar appearance does not make them identical. A wood axe is shaped to enter grain. A fighting axe must survive changing angles, hard contact, rapid recovery, and strikes that do not land exactly where intended.

A Trail Hand Axe may still clear brush. A Recovery Hand Axe may still split damaged frames after a collapse. An Orchard Pruning Knife and a Dawnfruit Hand Axe may both come from agricultural work while behaving very differently in a fight.

The beard beneath some axe heads can catch or pull, but it also catches vines, straps, loose clothing, and nearby equipment. Practice freeing the weapon without turning your back or dragging an ally with it.

The compact head makes the hand axe easier to carry than a large sword, but the forward weight demands a firm wrist and good timing. Do not fill both hands with axes until each hand can return one weapon to guard without help from the other.

Great axes

A great axe uses two hands and commits much more mass to the strike. It can deliver severe force through a broad cutting edge. It also announces its movement early and recovers slowly when the strike misses.

The wielder's second hand guides the haft, controls distance, and prevents the head from continuing wherever momentum chooses. Wide cuts need open ground. Shorter controlled strikes remain useful when walls, roots, rails, or companions are near.

Great axes often carry local names because their heads are shaped around local work. Canopy axes favor vegetation and wet conditions. Ventbreakers come from Deepforge's industrial tradition. Emergency great axes around old ark sites recall the tools used to open jammed structures. A Tideglass Great Axe must tolerate salt and water that would ruin careless fittings.

None of these names guarantees that the weapon remains suitable for its original task. A ceremonial edge may chip on timber. A rescue pattern may have been made too heavy for field work. Inspect the individual weapon.

Maces

A mace uses a compact striking head instead of a cutting edge. It requires no long edge to maintain and can tolerate contact that would badly nick a sword.

That does not make it indestructible. Flanges can bend. Solid heads can loosen. Hollow heads can crack. A decorative head may be poorly fixed to the haft beneath it.

Maces are one-handed weapons. They work well with shields and in spaces where a two-handed swing is impossible. The head still carries forward weight, so repeated attacks exhaust an untrained arm quickly.

The Mossbound Mace, Bellstriker Mace, Pressure-Latch Mace, Writbreaker Mace, and Pearlstone Court Mace show how widely the form travels. Some were adapted from working mallets or ceremonial implements. Others were weapons from the first sketch.

A blunt strike does not need to cut in order to cause serious injury. Armor can prevent the head from entering the body while the force beneath it still breaks bone or damages what the armor was meant to protect.

Warhammers

Warhammers are the two-handed heavy members of the blunt family. Some use broad faces. Others concentrate force into smaller striking surfaces. Many have a second face, hook, or pick, although the balance must remain manageable whichever side is used.

They demand deliberate timing. A warhammer that misses may pull the wielder forward far enough to lose both defense and footing. Short, efficient movement is usually safer than a dramatic swing begun behind the shoulders.

Korr training yards teach hammer recovery before full-force striking. Apprentices hit hanging weights lightly and stop the returning weapon without allowing it to drag their arms across the body. Only after control is reliable do they increase the load.

Wetstone, Seventh-Bell, Lockdown, Shift-Hammer, Expiration-Bell, Shutterfall, and Floodgate warhammers belong to very different worlds. Each reflects a local material or working tradition, but all require two hands, clear footing, and respect for the head's momentum.

Mass in different gravities

A heavy weapon feels different from world to world. Lower gravity reduces its downward pull. It does not remove its mass.

A great axe swung on Glassmoon still resists being started and stopped. Once moving, it can pull the wielder off balance even when the head feels easy to lift. Deepforge increases the burden of holding the same weapon upright and punishes wasteful movement much sooner.

Train after arrival. Do not assume skill learned under one gravity will transfer without adjustment.

Hafts and heads

Examine the haft along its full length. Look for cracks, crushed fibers, warping, loose wraps, heat damage, and repairs hidden beneath decoration. On metal or composite shafts, check joints and changes in color around stressed areas.

The head must not shift when pushed from either side. Wedges, pins, collars, and bindings should be sound. Oil wooden hafts appropriately and keep them away from conditions that make them swell, split, or rot.

Do not test a loose head by swinging harder. Set the weapon aside and repair it.

Choosing the weapon

Choose a hand axe for a compact cutting weapon with the other hand free. Choose a great axe when two hands and open space can be committed to a heavy edge. Choose a mace for a durable one-handed striking weapon. Choose a warhammer when reach, mass, and a two-handed impact matter more than speed.

Whichever weapon you choose, practice the missed strike. The target will not always be where the swing expected it to be. A fighter who knows how to recover remains in the fight. A fighter who trained only the impact is still following the weapon.

View physical item record →