| 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) |
|