Realms of RAIG

Login
Blog            Session Logs            Tables            Gear            Spells            Monsters
Magic Melee
    
ArmourACBulkMv
Full Plate1Fairly6
Field Plate2Fairly6
Plate3Bulky6
Bronze Plate4Bulky6
Banded4Bulky9
Splint4Bulky6
Chain5Fairly9
Chain, Elfin5Non12
Scale6Fairly6
Ring7Fairly9
Studded7Fairly12
Leather8Non12
Padded8Fairly9
Shield Only9Non12
None10Non12
All Armour: All Melee Weapons: All Ranged Weapons: Ammunition:
[Mounts] - [Pack Animals] - [Transportation] - [Misc Animals] - [Animal Gear]

[Currency] - [Provisions] - [Containers] - [Stationary]

[All Mundane Items] - [All Magic Items]

Currency conversions: 1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp). i.e. 200cp = 20sp = 2ep = 1gp = 1/5pp
Swords and BowsDmg S-MDmg L
Bastard Sword2d42d8
Broad Sword2d4d6
Khopesh Sword2d4d6
Long Swordd8d12
Scimitard8d8
Short Swordd6d8
Two-Handed Swordd103d6
Comp. Long Bowd6d6
Comp. Short Bowd6d6
Hand Crossbowd3d2
Heavy Crossbowd4d6
Light Crossbowd4d4
Long Bowd6d6
Short Bowd6d6
[Weapon Properties Chart]
Name Weight Value(gp) Worn Magic Category Description
Anything Sword (Long +1) 6 35000 On Hand y Weapon (Base dmg 1d8/1d12)
Bardiche +1 12.5 3000 On Hand y Weapon (Base dmg 2d4/3d4)
Battle Axe +1 7.5 2500 On Hand y Weapon (Base dmg d8/d8)
Battle Axe +2 7.5 5000 On Hand y Weapon (Base dmg d8/d8)
Battle Axe +3 7.5 9000 On Hand y Weapon (Base dmg d8/d8)
Bec de corbin +1 10 3000 On Hand y Weapon (Base dmg d8/d6)
Bill-Guisarme +1 15 3000 On Hand y Weapon (Base dmg 2d4/d10)
Buckle Knife +1 0.6 1000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +2 0.6 2000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +3 0.6 3000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +4 0.6 4000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckler Wand 3.5 5000 On Hand y Weapon (Base dmg d4/1-3)
Dagger +1 1 500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +1, +2 vs Small 1 750 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2 1 1500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2, +3 vs Large 1 2000 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2, Longtooth 1 2500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +3 1 2500 On Hand y Weapon (Base dmg d4/1-3)
Dagger of Venom 1 3000 On Hand y Weapon (Base dmg d4/1-3)
Fauchard +1 6 3000 On Hand y Weapon (Base dmg d6/d8) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Fauchard - Fork +1 8 3000 On Hand y Weapon (Base dmg d8/d10) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Flail, Footmans +1 15 4000 On Hand y Weapon (Base dmg d6+1/2d4)
Flail, Footmans +2 15 9000 On Hand y Weapon (Base dmg d6+1/2d4)
Flail, Horsemans +1 3.5 4000 On Hand y Weapon (Base dmg d4+1/d4+1)
Flail, Horsemans +2 3.5 9000 On Hand y Weapon (Base dmg d4+1/d4+1)
Fm Mace of Disruption +1 10 17500 On Hand y Weapon (Base dmg d6+1/d6)
Fork, Military +1 7.5 3000 On Hand y Weapon (Base dmg d8/2d4)
Glaive +1 7.5 3000 On Hand y Weapon (Base dmg d6/d10) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Glaive-Guisarme +1 10 3000 On Hand y Weapon (Base dmg 2d4/2d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Guisarme +1 8 3000 On Hand y Weapon (Base dmg 2d4/d8) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Guisarme - Voulge +1 15 3000 On Hand y Weapon (Base dmg 2d4/2d4) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Halberd +1 17.5 3000 On Hand y Weapon (Base dmg d10/2d6)
Hammer +1 5 2500 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +2 5 6000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +3, D.T. Melee 5 15000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +4 5 10000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer of Thunderbolts +3 5 25000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer, Lucern +1 15 3000 On Hand y Weapon (Base dmg 2d4/d6) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Hand Axe +1 5 2500 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +2 5 3750 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +3 5 7000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +4 5 12000 On Hand y Weapon (Base dmg d6/d4)
Hook Fauchard +1 8 3000 On Hand y Weapon (Base dmg d4/d4) This pole arm is principally useful as a device to dismount or fell opponents. It is a normal fauchard with its tip hook greatly elongated and curved into a sickle shape. The wielder attacks by making a sweeping motion to encompass the target with the hook of the weapon. A successful hit will have a 20% probability of dismounting or toppling (to knees or prone position) the target. This assumes that the wielder is larger than his or her opponent, or at least over 50% of the target’s height and weight.
Hornblade Dagger +1 1 2000 On Hand y Weapon na
Hornblade Dagger +2 1 4000 On Hand y Weapon na
Hornblade Knife +1 0.6 1500 On Hand y Weapon na
Hornblade Knife +2 0.6 3000 On Hand y Weapon na
Hornblade Scimitar +2 4 6000 On Hand y Weapon na
Hornblade Scimitar +3 4 9000 On Hand y Weapon na
Knife +1 0.6 350 On Hand y Weapon (Base dmg 1-3/1-2)
Knife +2 0.6 1000 On Hand y Weapon (Base dmg 1-3/1-2)
Lance, Heavy Horse +1 10 3500 On Hand y Weapon (Base dmg 3-9/3d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Light Horse +1 10 3500 On Hand y Weapon (Base dmg d6/d8) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Medium Horse +1 10 3500 On Hand y Weapon (Base dmg d6+1/2d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Mace, Footmans +1 10 3000 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Footmans +2 10 4500 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Footmans +3 10 10000 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Footmans +4 10 15000 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Horsemans +1 5 3000 On Hand y Weapon (Base dmg d6/d4)
Mace, Horsemans +2 5 4500 On Hand y Weapon (Base dmg d6/d4)
Mace, Horsemans +3 5 10000 On Hand y Weapon (Base dmg d6/d4)
Mace, Horsemans +4 5 15000 On Hand y Weapon (Base dmg d6/d4)
Man Catcher +1 8 3000 On Hand y Weapon (Base dmg 1-2/1-2) A man catcher is a two-pronged pole arm. Each prong is curved to encompass a humanoid creature of man-size. Creatures larger or smaller than human size by 50% or more will be unaffected by this arm, for it either will not encompass them or else they can simply drop out of its prongs. The simplest form of man catcher has inward-curving prong ends. These allow entry into the encompassing area, but their inward points prevent egress — especially when the wielder is actively employing the weapon. The more complex form of the device has movable arms which are spread in an open position but close somewhat when the target contacts the lower (shaft area) portion of the man catcher. Both forms have sharpened edges and spikes to both damage the opponent and prevent the use of hands to escape the weapon. Anyone caught in a man catcher loses all shield and dexterity bonuses. Furthermore, he or she can be pulled and pushed about. This pushing and pulling will automatically inflict 1-2 points of damage per round. There is a 25% chance for the victim to be pulled off its feet to either a kneeling or prone position. Anyone caught in a man catcher may attempt to break out by making a successful bend bars roll. Multiple attempts may be made, but the character caught will take 1-4 hp damage with each attempt unless he or she is wearing gloves or other protective devices. Characters other than the one caught may rescue the caught individual by forcing the weapon’s wielder to release grip on the weapon, or by hacking through the pole (6 points cutting damage).
Mattock of the Titans (F) 100 7000 On Hand y Weapon (Base dmg d6X5)
Maul of the Titans 150 12000 On Hand y Weapon (Base dmg d4X10)
Military Fork (Trident) +3 7.5 12500 On Hand y Weapon (Base dmg d6+1/3d4)
Military Pick, Footmans +1 6 2500 On Hand y Weapon (Base dmg d6+1/2d4)
Military Pick, Horsemans +1 4 2500 On Hand y Weapon (Base dmg d4+1/d4)
Morning Star +1 12.5 3000 On Hand y Weapon (Base dmg 2d4/d6+1)
Morning Star +2 12.5 7000 On Hand y Weapon (Base dmg 2d4/d6+1)
Partisan +1 8 3000 On Hand y Weapon (Base dmg d6/d6+1)
Pike, Awl +1 8 3000 On Hand y Weapon (Base dmg d6/d12)
Ranseur +1 5 3000 On Hand y Weapon (Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Rod of Flailing (Footman) +3 7.5 10000 On Hand y Weapon (Base dmg d6+1/2d4) This magical weapon radiates a faint dweomer of the alteration sort when magic is detected for. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman’s weapon; otherwise, it is a footman’s weapon, i.e. base damage done is 2-5/2-5 (S-M/L) or 2-7/2-8 (S-M/L). The rod has special features beyond this: In either form, the weapon is +3 for hitting and damage. Better still, each of the weapon’s two heads is checked for when the possessor attacks, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side. If the holder of the rod expends 1 charge, that character gains +4 on protection and +4 on saving throws for 1 turn. The rod need not be in weapon form for this protection benefit to be employed, and transforming it into a weapon (or back into a rod) does not expend any charges.
Rod of Flailing (Horsem.) +3 7.5 10000 On Hand y Weapon (Base dmg d4+1/d4+1) This magical weapon radiates a faint dweomer of the alteration sort when magic is detected for. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman’s weapon; otherwise, it is a footman’s weapon, i.e. base damage done is 2-5/2-5 (S-M/L) or 2-7/2-8 (S-M/L). The rod has special features beyond this: In either form, the weapon is +3 for hitting and damage. Better still, each of the weapon’s two heads is checked for when the possessor attacks, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side. If the holder of the rod expends 1 charge, that character gains +4 on protection and +4 on saving throws for 1 turn. The rod need not be in weapon form for this protection benefit to be employed, and transforming it into a weapon (or back into a rod) does not expend any charges.
Rod of Lordly M B Axe (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Lordly M Fl Sword (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Lordly M Mace (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Lordly M Spear (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Smiting (CF) 5 15000 On Hand y Weapon This rod is a +3 magic weapon which inflicts 4-11 (d8 + 3) hit points of damage. Against golems the rod does 8-22 (2d8 + 6) hit points of damage, any score of 20 or better completely destroys the monster, but any hit upon a golem drains 1 charge. The rod does normal damage (4-11) versus creatures of the outer planes such as demons, devils, and night hags. Any score of 20 or better draws off 1 charge and causes triple damage: (d8 + 3) × 3. The rod cannot be recharged.
Scimitar +1 4 2000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +1, Sharpness 4 35000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +1, Wounding 4 22000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +2 4 6000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +3 4 10000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +4 4 20000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +5 4 20000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +1 4 9000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +2 4 12000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +3 4 15000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +4 4 18000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +5 4 21000 On Hand y Weapon (Base dmg d8/d8)
Spear +1 5 3000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +1, Cursed Backbiter 5 1000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +2 5 6500 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +3 5 15000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +4 5 25000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +5 5 30000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff +1 5 1500 On Hand y Weapon (Base dmg d6/d6)
Staff +2 5 3000 On Hand y Weapon (Base dmg d6/d6)
Staff +3 5 4500 On Hand y Weapon (Base dmg d6/d6)
Staff +4 5 6000 On Hand y Weapon (Base dmg d6/d6)
Staff +5 5 7500 On Hand y Weapon (Base dmg d6/d6)
Staff of Command (CM) 5 25000 On Hand y Weapon (Base dmg d6/d6)
Staff of Curing (C) 5 25000 On Hand y Weapon (Base dmg d6/d6)
Staff of Power (M) 5 60000 On Hand y Weapon (Base dmg d6/d6) The staff of power is a very potent magic item, with offensive and defensive abilities. It has these powers which cost 1 charge each: continual light, magic missile (or lightning bolt), darkness (5’ radius), ray of enfeeblement, levitation, cone of cold (or fireball). The following powers drain 2 charges each: shield (5’ radius), globe of invulnerability, paralyzation (Paralyzation is a ray from the end of the staff which extends in a cone 4” long and 2” wide at its base.) The wielder of this staff gains +2 on armor class and saving throws. He or she may use the staff to smite opponents. It strikes as a +2 magic weapon and does 3-8 hit points of damage; if 1 charge is expended, the staff does double damage, but 2 charges do not triple damage. A staff of power can be broken for a retributive strike (Cf. staff of the magi). The staff can be recharged. DM may determine alternate powers shown by random die roll.
Staff of Slinging (D) (uses Stones) 5 10000 On Hand y Weapon (Base dmg d6/d6)
Staff of Striking (CM) 5 15000 On Hand y Weapon (Base dmg d6/d6)
Staff of the Adder (C) 5 35000 On Hand y Weapon (Base dmg d6/d6)
Staff of the Magi (M) 5 75000 On Hand y Weapon (Base dmg d6/d6) This potent staff contains many spell powers and other functions as well so as to be a walking arsenal in one device. The staff has the following powers which do not drain charges: detect magic, enlarge, hold portal, light, protection from evil/good. - The following powers drain 1 charge per usage: invisibility, fireball, knock, lightning bolt, pyrotechnics, ice storm, web, wall of fire, dispel magic, passwall. - These powers drain 2 charges per usage: whirlwind, conjure elemental, plane travel, telekinesis. The whirlwind is identical to that caused by a djinni (q.v.). Plane travel is similar to the psionic ability of probability travel (q.v.), but travel is possible only to the various planes. The staff can be used to conjure 1 elemental (q.v.) of each type per day, each having 8 hit dice. Telekinesis is at 8th level also, i.e. 200 pounds maximum weight. The staff of the magi adds +2 to all saving throws versus magic. The staff can be used to absorb magic-user spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit it will explode just as if a retributive strike (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea of how many spell levels are cast at him, for the staff does not communicate this knowledge as does a rod of absorption. Therefore, absorbing spells can be risky. Absorption is the only way this staff can be recharged. Retributive strike is a breaking of the staff. It must be purposeful and declared by the magic-user wielding it. When this is done all levels of spell energy in the staff are released in a globe of 3” radius. All creatures within 1” of the broken staff take hit points of damage equal to 8 times the number of spell levels of energy (1 to 25), those between 1”-2” take 6 × levels, and those 2”-3” distant take 4 × levels. Successful saving throws versus magic indicate only one-half damage is sustained. The magic-user breaking the staff has a 50% chance of plane travelling to another plane of existence, but if he or she does not, the explosive release of spell energy totally destroys him or her. This, and the staff of power, are the only magic items capable of a retributive strike.
Staff of the Python (C) 5 35000 On Hand y Weapon (Base dmg d6/d6)
Staff of the Woodlands +1 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +1 confers the powers pass without trace and barkskin plus the power of the tree spell. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of the Woodlands +2 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +2 has the powers of pass without trace and barkskin. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of the Woodlands +3 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +3 also confers upon the user the power of a pass without trace spell. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of the Woodlands +4 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. The staff of the woodlands +4 has no additional powers. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of Thunder & Lightning 5 20000 On Hand y Weapon (Base dmg d6/d6)
Staff of Withering (C) 5 35000 On Hand y Weapon (Base dmg d6/d6)
Staff-Mace (Footman) 10 12500 On Hand y Weapon (Base dmg d6/d6)
Staff-Mace (Horseman) 5 12500 On Hand y Weapon (Base dmg d6/d6)
Staff-Mace (Quarterstaff) 5 12500 On Hand y Weapon (Base dmg d6/d6)
Staff-Spear (Ranseur) +3 5 25000 On Hand y Weapon (Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Staff-Spear +1 5 5000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +2 5 7500 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +3 5 10000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +4 5 15000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +5 5 20000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Sword, Bastard +1 10 2000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +2 vs MU 10 3000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +3 vs Lyc. 10 3500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +3 vs Reg. 10 4000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +4 vs Rep. 10 4000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Cursed 10 0 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Flame T. 10 4500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Luck Blade 10 5000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Sharpness 10 35000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Wounding 10 22000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2 10 4000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Dr. Slayer 10 4500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Gt. Slayer 10 4500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Life St. 10 40000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Nine L. St. 10 25000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Sun Blade 3.5 20000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +3 10 7000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +3, Fr. Brand 10 8000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +3, Vorpal 10 50000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +4 10 10000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +4, Defender 10 15000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +5 10 15000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +5, Defender 10 18000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +5, Holy Av. 10 20000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +6, Defender 10 30000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +6, Holy Av. 10 40000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard -2, Cur. Bers. 10 0 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard -2, Cursed 10 0 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard of Dancing 10 50000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Broad +1 7.5 2000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +2 vs MU 7.5 3000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +3 vs Lyc. 7.5 3500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +3 vs Reg. 7.5 4000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +4 vs Rep. 7.5 4000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Cursed 7.5 0 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Flame T. 7.5 4500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Luck Blade 7.5 5000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Sharpness 7.5 35000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Wounding 7.5 22000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2 7.5 4000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Dr. Slayer 7.5 4500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Gt. Slayer 7.5 4500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Life St. 7.5 40000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Nine L. St. 7.5 25000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3 7.5 7000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3, Final Word 7.5 50000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3, Fr. Brand 7.5 8000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3, Vorpal 7.5 50000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +4 7.5 10000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +4, Defender 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +5 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +5, Defender 7.5 18000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +5, Holy Av. 7.5 20000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +6, Defender 7.5 30000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +6, Holy Av. 7.5 40000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad -2, Cur. Bers. 7.5 0 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad -2, Cursed 7.5 0 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad of Dancing 7.5 50000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad of the Planes 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Falchion +1 7 2000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +2 vs MU 7 3000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +3 vs Lyc. 7 3500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +3 vs Reg. 7 4000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +4 vs Rept. 7 4000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Cursed 7 0 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Flame T. 7 4500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Luck Blade 7 5000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Sharpness 7 35000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Wounding 7 22000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2 7 4000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Dr. Slayer 7 4500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Gt. Slayer 7 4500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Life St. 7 40000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Nine L. St. 7 25000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +3 7 7000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +3, Fr. Brand 7 8000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +3, Vorpal 7 50000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +4 7 10000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +4, Defender 7 15000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +5 7 15000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +5, Defender 7 18000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +5, Holy Av. 7 20000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +6, Defender 7 30000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +6, Holy Av. 7 40000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion -2, Cur. Bers. 7 0 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion -2, Cursed 7 0 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion of Dancing 7 50000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Khopesh +1 7.5 2000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh +2 7.5 6000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh +3 7.5 10000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh +4 7.5 20000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +1 7.5 9000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +2 7.5 12000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +3 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +4 7.5 18000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +5 7.5 21000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Long +1 6 2000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +2 vs MU 6 3000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +3 vs Lyc. 6 3500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +3 vs Reg. 6 4000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +4 vs Rept. 6 4000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Cursed 6 0 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Flame T. 6 4500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Luck Blade 6 5000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Sharpness 6 35000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Wounding 6 22000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2 6 4000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Dr. Slayer 6 4500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Giant Slayer 6 4500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Life Stealing 6 40000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Nine L. St. 6 25000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +3 6 7000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +3, Frost Brand 6 8000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +3, Vorpal 6 50000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +4 6 10000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +4, Defender 6 15000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +5 6 15000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +5, Defender 6 18000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +5, Holy Av. 6 20000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +6, Defender 6 30000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +6, Holy Av. 6 40000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long -2, Cur. Bers. 6 0 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long -2, Cursed 6 0 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long of Dancing 6 50000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Short +1 3.5 2000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +2 vs MU 3.5 3000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +3 vs Lyc. 3.5 3500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +3 vs Reg. 3.5 4000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +4 vs Rept. 3.5 4000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Cursed 3.5 0 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Flame T. 3.5 4500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Luck Blade 3.5 5000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Sharpness 3.5 35000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Wounding 3.5 22000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2 3.5 4000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Dr. Slayer 3.5 4500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Gt. Slayer 3.5 4500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Life Stealing 3.5 40000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Nine Lives St. 3.5 25000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Quickness 3.5 8000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +3 3.5 7000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +3, Frost Brand 3.5 8000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +3, Vorpal 3.5 50000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +4 3.5 10000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +4, Defender 3.5 15000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +5 3.5 15000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +5, Defender 3.5 18000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +5, Holy Av. 3.5 20000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +6, Defender 3.5 30000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +6, Holy Av. 3.5 40000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short -2, Cur. Bers. 3.5 0 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short -2, Cursed 3.5 0 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short of Dancing 3.5 50000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Two-Handed +1 25 2000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +2 vs MU 25 3000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +3 vs Lyc. 25 3500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +3 vs Reg. 25 4000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +4 vs Rept. 25 4000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Cursed 25 0 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Flame T. 25 4500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Luck Blade 25 5000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Sharpness 25 35000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Wounding 25 22000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2 25 4000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Dr. Slayer 25 4500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Giant Slayer 25 4500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Life Stealing 25 40000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Nine Lives St. 25 25000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +3 25 7000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +3, Frost Brand 25 8000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +3, Vorpal 25 50000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +4 25 10000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +4, Defender 25 15000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +5 25 15000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +5, Defender 25 18000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +5, Holy Av. 25 20000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +6, Defender 25 30000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +6, Holy Av. 25 40000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed -2, Cursed 25 0 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed -2, Cursed Bers 25 0 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed of Dancing 25 50000 On Hand y Weapon (Base dmg 1d10/3d6)
Trident (Military Fork) +3 5 12500 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Fish Comm (CFT) 5 4000 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Submission (F) 5 12500 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Warning (CFT) 5 10000 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Yearning 5 1000 On Hand y Weapon (Base dmg d6+1/3d4)
Voulge +1 12.5 3000 On Hand y Weapon (Base dmg 2d4/2d4)
Realms of RAIG - (signed-in) - || Logout