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Edited to both move to the Dais for consideration, and to add in blunt weapons for consideration because quite a few people told me 'Yeah, I like your idea a lot but why aren't you showing love for blunt weapons?'- Keep forged stats the way they are for every item when you're doing normal forging. We'll see why later down.- Give chivalry a two-handed version of DSL, or just change DSL to allow certain two-handers listed below. Make it absolutely mechanically identical, where having one broken arm has you doing only one slash/venom, two broken arms nixes the attack entirely, and damage and limb damage calculated the exact same way, using the damage of the weapon you are wielding as both 'hand A' and 'hand B' for figuring out limbcounters. This would require next to nothing in the way of balancing. Besides, sure, it means that knights need not search for two identically awesome weapons, but I don't think that artefact sales would take that big a hit, the people who want to dual-wield can still do so, and while it means that a given person only needs to find that -one- crazy 247 speed two-hander to go hog wild, it also means that a given newbie/combat hopeful only has to find that -one- 227-231 he likes and not worry about matching damage, or finding another with ok to-hit, etc. Making combat more accessible for more people is not a bad thing.- Add something into Forging for a wide variety of weapons, AB FORGING WEIGHTING.- - FORGE FOR <item> SWIFT - Anything in the list below can be the item in question. Causes the process to immediately disregard normal base stats and number of refines and instead makes the forged item identically equivalent to rapier for potential stats. FORGE until formed and refined fully as normal.- - FORGE FOR <item> DEFT - As above, except identical base stats/refines to scimitar.- - FORGE FOR <item> TRUE - As above, except identical base stats/refines to longsword.- - FORGE FOR <item> STOUT - As above, except identical base stats/refines to broadsword.- - FORGE FOR <item> MIGHTY - As above, except identical base stats/refines to battleaxe.Doing any of the above puts a flag on the weapon, much like Songbless does for rapiers, where only a Runewarden, Paladin or Infernal may wield the weapon. This way, it will allow for a wide variety of (purely cosmetic) flavor for knights who might want swift battleaxes or stout scimitars while keeping things like 190 damage rapiers out of the hands of a bard. Normal versions of all these weapons can be tweaked now without the need for a three class collateral (a valid point brought up by @Mizik). I do recognize that most people will disregard almost everything but the SWIFT and MIGHTY versions of the ability. This is, I think, fine, but I left the other stuff in because there's always that asshole who wants to try out longswords (or longsword stats!) out to be different, and who are we to deny him that opportunity for style? List of weapons is as follows -1-handed-----------------------RapierScimitarLongswordBroadswordBattleaxeSpearTridentDirkFlailMorningstarMaceWarhammer**2-handed-----------------------Longspear*Falchion*BastardHalberdBardicheMaul** = denotes a new weapon type. I figure some people might want a two-handed scimitar or spear, and one-handed hammers are pro. (I'm aware that falchions are not two-handed scimitars. Blame DnD for the term. Weapons in Achaea already don't conform to norms in most instances).** = make one-handed, which is what warhammers -were- for the most part, and add Mauls in to replace warhammer as the two-handed hammerIf a weapon on this list is not one of the original knight weapons, they will not work with DSL or its two-handed equivalent if they are not 'flagged' by the WEIGHTING ability in Forging. Sorry guys, I know, but no knights with dual Thoth's. Offer artefact alternatives under one of the five WEIGHTING category weapons, in levels 1, 2 and 3 as normal for each of the weapon types listed above.For the blunt-type weapons listed above, anything flagged by the Weighting ability that deals blunt damage loses 50% limb damage and is now envenomable. For any naysayers who would like to insinuate that blunt weapons can't deliver venoms, there are plenty of poisons that can enter the body through the skin, and if you'd like to claim that I can't cause a bleeding wound with a warhammer you're welcome to come to my house and take one for science.Make weapon proficiencies still cost 100 lessons. It's a fairly trivial cost after one buys the more essential things, and I don't want to devalue the lessons anyone who has a wide variety of proficiencies has spent. Instead of forcing Knights into an arbitrary proficiency, allow them to SPECIALISE IN one of the weapon types listed above, denoting what they favored when they first learned their skills.I realize that everything in the above list likely isn't perfect, but everyone's throwing their two cents in, and I thought that Mizik's idea was great, but a wider selection of things won't hurt people. If the above changes were even considered by @Tecton, @Cardan and company, I'd also suggest that Knights who already possess at least one artefact weapon be given -one- free tradein at full value -only- for another artefact weapon. (i.e. A given person could trade an Eagle's Scream for a level 2 Battleaxe with the SWIFT, DEFT, TRUE, STOUT or MIGHTY category of stat ranges). I do however also recognize that revenue is revenue, and that could potentially stifle sales that the artiewhores among us might be responsible for.