Weapon Proficiencies

At creation a player may select from the Weapon proficiencies  and Armor types listed below. 

Clerics 

Kostrin Cleric  2 Weapons
Weapon selection: 
Mace (Bar), Club, Flail (Blunt), Hammer,  Hammer (Throwing), Staff
Armor:  Any

Balan Cleric    2 Weapons
Weapon selection: Axe, Kiliga (Scimitar), Mace, Flail, Club, Hammer, Staff
Armor:  Any

Druid    2 Weapons
Weapon selection:  Club, Dagger, Dart, Hammer, Sling, Spear, Staff, Falcon
Armor: Leather,  Padded, Arming Doublet, Gambeson, Wooden Shield

Fighter:  4 Weapons
Weapon selection: Any
Armor: Any

Ranger:  3 Weapons
Weapon selection: Any
Armor: Any

Magic User:   1 Weapon
Weapon selection: Club (Walking stick/Rod), Crossbow, Dagger, Dart, Staff
Armor: Arming Doublet, Gambeson, Padded, leather helm/cap, Arming cap/hood

Thief:           2 Weapons
Weapon selection: Club, Crossbow, Dagger, Dart, Short Bow, Sling, Sword (Broad, Long, Short any style)
Armor: Leather, Arming Doublet, Gambeson, Padded, leather helm/cap, Arming cap/hood

Other Weapon Proficiencies
These are available as an optional weapon proficiency for Fighters and, in some cases, Rangers.

Mounted Combat
A Fighter or Ranger may select this as one of his/her weapon proficiencies.  It allows the character to attack and defend normally while on horseback.  A character who lacks this proficiency and who attempts to fight from horseback, is at -5 to hit and AC is at -3.

Heavy Weapons
Fighters ONLY. may select any one (per specialization) to build, maintain and operate.
Catapult
Trebuchet
Ballista

Adding Proficiency and Non Proficiency Penalty

Clerics              1 per 4 levels     -3 to hit
Druids              1 per 5 levels      -4 to hit
Fighter             1 per 3 levels     -2 to hit
Ranger             1 per 3 levels     -2 to hit
Magic User      1 per 6 levels     -5 to hit
Thief                1 per 4 levels     -3 to hit