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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)
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.
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 1˝ 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 1˝ 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 1˝ 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 1˝ 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 1˝ 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 1˝ 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 1˝ 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 1˝ 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 1˝ 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)
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