Weapons

 

Archaic Sword (?)

I examined an Archaic Sword. This sword is large, longer than a long sword, but shorter than a great sword. It is heavy, but it is not an iron weapon. It is a peculiar weapon, sharp but plain. The blade is normally double edged and the weapon is heavy, making it tiring to use and slower than other blade types, but delivering a devastating cut when it strikes true.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-6 plus wielders natural damage.

Movement Rate: Minus One

No. per Backpack Slot: 3

Range: Own Square +1 Radius

Value:      ?/?gp

 

Avenger Axe (?)

Like all battle-axes, the Avenger Axe is a huge two-headed axe-blade atop a long pole. These awesome weapons often find favor with Dwarves, Glacier Barbarians and anybody strong enough to wield them. What an Avenger Axe lacks in finesse it makes up for in raw power. Originally designed by the Deep Dwarves, Avenger Axes are not readily available since the secret of their construction has been lost to time. But there are still a fair number scattered about the land and their owners jealously guard them. An Avenger Axe is not a Magical Weapon; just an exceptionally well crafted one.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-7 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value: ?/?gp

 

Axe “Rage” (?) (Demonrift only)

Description unknown.

Attack Skill: ?

Damage Type: Magical

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:    ?/?gp

 

Axe of Entropy (?)

I examined the Axe of Entropy. It was a wicked weapon. The haft made of bone, the grip and strap seem to be of some sort of skin. People will give you a wide berth if you wield this weapon. Legend has it that the Axes of Entropy were made for the personal bodyguard of Kreskin Lal; huge plate mail clad ogres of vicious disposition. Those few who fought these ogres and lived, did not do so for long. When struck by one of these weapons, the victim contracts some hideous malady. Having some intelligence, the Axe will bind itself to any wielder until that same wielder is dead! Other negative effects upon the wielder include –2 appearance and -4 maximum health. Due to its history and nature, crusaders and priests will not use it.

Attack Skill: Normal?

Damage Type: Magical

Damage: 1-9 plus wielder’s natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square + 1 Radius

Value:    ?/?gp

 

Battle Axe (26)

Battle Axe +5 (113)

Battle Axe +7 (708)

Battle Axe +9 (718)

Fine Battle Axe (?)

The battle-axe, a personal favorite for obvious reasons, is a huge double-headed axe blade set atop a long wooden shaft. Like all of the fellow members of my race the Battle-axe is loved by Dwarves, the world around! The notorious north-men and anyone else who is strong enough to wield one also favor them. It is not particularly a weapon of finesse but with sufficient strength, it is truly devastating! Magical battle-axes add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage. Fine battle axes can be purchased at a Weaponsmith, trader owned shop in the overland, for 450gp using the ‘L 102 0’ order.

Attack Skill: Normal/+5/+7/+9/?

Damage Type: Normal/Magical/?

Damage: 1-6 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:      25/15gp

                600/400gp

                1200/800gp

                2400/1800gp

                450/?gp

 

Battle Mace (?)

I examined a Blight Mace. There are times when only the heavy handed approach will do. This mace is almost black from years of use and lack of

cleaning. The head, which was long ago decorated has long since been smashed into unrecognisable lumps. The handle is still solid and has several tassels hanging from the bottom, strands of hair from necromancers slain. This is a powerful weapon and the head glows with a bright aura, a magical weapon! Player’s Note: Except for number per backpack slot, no other information was revealed. Presumably the Blight Mace in the description was a typo the base description of a Blight mace was used in creating the Battle Mace and wasn’t fully edited. Battle Mace’s can be purchased at Weaponsmiths, trader owned shop in the overland, for 40gp using the ‘L 103 0’ order.

Attack Skill: ?

Damage Type: ?

Damage: ? + wielders natural damage

Movement Rate: ?

No per back pack: 2

Range: Own Square +1 radius

Value:      40/?gp

 

Black Icicle (?)

I looked at the black icicle. It looks exactly as its name implies: a pitch black icicle, about as long as my forearm. It can be wielded as a weapon. It does a small amount of cold damage. Player’s Note: Black icicles melt after 3 turns. Whether this is 3 turns in the hand as a weapon, 3 turns in an adventurer’s backpack, or 3 turns once the original monster dropped it, is unknown.

Attack Skill: ?

Damage Type: Cold

Damage: 2-4 plus wielder’s natural damage

Movement Rate: ?

No. Per Backpack Slot: 6

Range: ?

Value:    ?/10gp

 

Blight Long Sword (?)

Only colored blacks and dark grays. The methods of making steel here are different than other places, more magic is involved as well as the adding of the bones of the undead to the mixtures. It is said that such weapons are more lethal against the undead, though as few people have ever owned one of the weapons from the Blightmound, this may never be known.

Damage Type: Normal

Equippable Area: Attack Hand

Damage: 1-6 plus wielders natural damage

Movement Rate: Not Affected

No. per Backpack Slot: 3

Range: Own Square +1 Radius

Value:    ?/?gp

 

Blood Blade (?)

I took a look at the blood blade. It appears to be a long sword in shape and size, but the blade is covered with blood, which looks fresh. Closer inspection revealed that the blade seems to ooze blood all the time. This is clearly some sort of magic, though the blade appears normal in most respects. When used against a foe it sucks some of the blood from them, doing more damage than a long sword would normally. Adventurers report that these weapons are found primarily on the Dungeon of Drax’s 2nd level. When equipped, they weaken the wielder (-2 strength), but the improvement of skill and increased damage range are sometimes viewed as a even trade off.

Attack Skill: +5

Damage Type: Normal

Damage: 2-7 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:      ?/18gp

 

Blood Strach (?)

I examined the Blood Strach I had obtained. This weapon has seen so many battles and claimed so many lives, that it now continually weeps blood from its blades. It is said in Barbarian Legends, that when the greatest of warriors died in battle, their souls would be so loathe to leave this world with so many combats left to fight, that they would not depart. Instead, their spirits entered their weapons. When wielding this eldritch weapon, a barbarian is filled with strength. The spirit in the axe protects the wielder from magical attack, but once the barbarian picks up the Blood Strach only death can separate the two. Only Barbarians can wield this magical weapon. The Blood Strach adds +1 to the wielder’s strength, +5 toward magical defense, and –2 to wisdom.

Attack Skill: ?

Damage Type: Magical

Damage: 2-8 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +1 radius

Value:      ?/1023gp

 

Blunt Battle Axe (?)

Description unknown.

Attack Skill: -5

Damage Type: Normal

Damage: 1-4 + wielder’s natural damage (?)

Movement Rate: Not affected

No. Per Backpack Slot: ?

Range: ?

Value:      ?/?gp

 

Blunt Short Sword (?)

Description unknown. Player’s Note: On a turn a blunt short sword was observed to go blunt, it appears to not only cause a –5 attack penalty, but a –2 to damage range, while the minimum damage remained the same. This leads to the conclusion that the damage is 1-2 plus wielder’s natural damage.

Attack Skill: -5

Damage Type: Normal

Damage: 1-2 + wielder’s natural damage

Movement Rate: Not affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:      ?/4gp

 

Bo Staff (?)

The traditional method of one of the ancient orders of monk, the Bo Staff is a classic short staff which, in trained hands, can be a fast and accurate weapon. Usable only by Monks. The Bo Staff is taught to monks intensively and hence it has an attack bonus of +5. Magical bow staves vary in their use and functions.

Attack Skill: +5

Damage Type: Normal

Damage: 2-4 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value: ?/22gp

 

Bo Staff of Lightening (?)

Description unknown.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: Own Square +1 radius?

Value: ?/1042gp

 

Chaos Axe (?)

I looked at the chaos axe. These axes are created from the raw stuff of chaos when it is conjured and bound into some form. Still, chaos resists such constraints and the shape of the axe is constantly warping and changing, as is its color. As the axe changes color, so will the nature of the damage that it does when it strikes a foe. When red, the axe flames, when white it is icy, when black it is magical. In addition, the axe will shield the opposite type of damage to the one inflicted, so when red the wielder is immune to cold, when white fire and when black physical. However, the wielder will be vulnerable to the same element. The axe is heavy and requires a minimum strength of 16 to use and it resists control: only one with 16 willpower, as well, will be able to control it. (Cycles white to black to red to white) (Adds 600 and deducts 55 to defense according to color. E.g. Red = +600 cold, -55 fire defense)

Attack Skill: Normal

Damage Type: Variable

Damage: 1-6 + wielders natural damage

Movement Rate: +1?

No. Per Backpack Slot: 1

Range: Own Square +1 radius?

Value: ?/?gp

 

Club De Morte (?)

A Club De Morte is a magical weapon, which dates back several hundred years. Enchanted beneath the light of the Fae Moon, it is said that the weapon has been touched by the hand of death. Few of these magical clubs were ever made, since ownership of them was believed to carry a jinx which eventually led to their wielder's death. The truth of this legend is not known. The magic of a Club De Morte is limited. Eventually it wears out, although whether this is before or after it spells the end of its owner is the real question...

Attack Skill: ?

Damage Type : Cold

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 3

Range:?

Value: ?/?gp

 

Coral Sword (?)

Description unknown.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: Own Square +1 radius?

Value: ?/8gp

 

Curved Bronze Dagger (?)

This is a Curved Bronze Dagger. With a bone hilt and a wavy curved blade this bronze dagger is a ceremonial, sacrificial dagger. Enscribed

with holy symbols on the blade from the old Gods it is a difficult weapon to use and it's one used only by priests and cultists. Each blade such as this comes down from a time where bronze was worked before iron and as such for a blade to survive it must be endowed with magical powers on mighty potency. Player’s Notes: Description gives the same physical stats as those of a curved dagger. It will require equipping by an assassin to determine if the curved bronze dagger is indeed magical or not.

Attack Skill: -20

Damage Type: Normal

Damage: 1-8 + wielders natural damage!

Movement Rate: Not Affected

No. Per Backpack Slot: 4

Range: Own Square only!

Value: ?/?gp

 

Curved Dagger (?)

The Curved Dagger is a weapon that’s very name can strike fear into the hearts of many! It is a special weapon that can only be equipped by an assassin. Its use requires several years of intensive training to master, which is only available at the secret Assassin’s Academy. Its use requires the Assassin to maneuver themselves behind their opponent and then plunge the dagger into just the right position, to do severe if not fatal damage from vital organ or serious nerve damage. Whilst using a Curved Dagger the Assassin fights at a –20 penalty to their attack skill, but on any successful hit damage is much higher!

Attack Skill: -20

Damage Type: Normal

Damage: 1-8 + wielders natural damage!

Movement Rate: Not Affected

No. Per Backpack Slot: 4

Range: Own Square only!

Value: ?/30gp

 

Curved Metal Stick (?)

The Bang-Bang stick is a very strange and deadly magical weapon designed by the mad wizard Hackenslay! It is a curved metal pole, which the wielder holds and points. There is a trigger like one commonly found on a crossbow which, when pulled, discharges a bolt of crimson magical energy at the target. It is believed that the weapon get it’s name from the frightening sound it makes when it is fired. The sheer magical energy needed to power a Bang-Bang stick makes their life span limited. The weapon’s power diminishes gradually over a few turns, until the item loses its Bang-Bang and becomes effectively a stick! Hackenslay, who was concerned that his weapon may be put to evil uses, included a charm within their enchantment that prevents those of less than 14 wisdom from being able to equip them. Player’s Note: The curved metal stick has the same description as a bang bang stick. Presumably, it is a bang bang stick after it has lost its magic. Player’s Note 30-Jul-2005: A Curved Metal Stick has been equipped. It’s damage doesn’t match that of the bang bang stick appearing to do 1-3 plus wielders natural damage. Will try and get a character without a strength bonus to equip it.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-3 plus wielders natural damage

No. Per Backpack Slot: ?

Range: ?

Value: ?/3gp

 

Dagger (07)

Dagger +5 (105)

Dagger +7 (735)

Dagger +9 (710)

The Dagger is a short bladed weapon, usually double edged although they can be single edged. They are very effective weapons in close quarter combat, within small or confined spaces. What it gains from its speedy lightweight use however it tends to lose in damage potential and its short reach, requiring its user to be very close to their opponent. Magical daggers add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 1-2 + wielders natural damage!

Movement Rate: Not Affected

No. Per Backpack Slot: 7

Range: Own Square only!

Value:      5/2gp

                150/100gp

                450/300gp

                900/600gp

 

Dark Unicorn Horn (?)

I took a look at a Unicorn Horn. Some Unicorns become tainted by the demon Yin, a mortal foe of both Shanna and the Fey alike. The horns of these creatures, when cut from their bodies, make a potent, if evil weapon. The darkness that infuses these horns causes those struck to sometimes be affected by a magic poison that causes spasms. The magical effect is long lasting and very nasty. Crusaders of Shanna are reputed to have ways of purifying these horns, though few know how. Carrying one of these horns and using it is liable to be seen by the church, and the Fey, as a serious affront to unicorn dignity. This item uses code 916 for advanced alchemical operations.

Attack Skill: +5

Damage Type: Magical

Damage: 3-7 plus wielder’s natural damage

Movement Rate: ?

No. Per Backpack Slot: 3

Range: Same square only.

Value:    ?/50gp

 

Darkwatch Mace (?)

A Darkwatch Mace is a weapon made by the infamous Sir Luthor Darkwatch, a retired adventurer who makes unusual weapons for a living. A mace is a heavy ball mounted atop a wooden handle. In the hands of a strong fighter it can deal quite a blow! Sir Luthor has a secret technique that imbues the Mace with a strange magical strength and accuracy. Player’s Note: The description says five per back pack slot, but only two fit in the slot. Defensive bonus’s were detected by equipping the item. Need confirmation of observation.

Attack Skill: +6

Damage Type: Magical

Damage: 4-10 plus wielder’s natural damage

Movement Rate: ?

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Defense Bonuses: Normal =2, Fire =2, Cold =2, Chemical =1, Magical=2, Mental =0.

Value:    ?/807gp

 

Dead Rat (?)

It's a rat. It's dead. What else did I expect, exactly?

Attack Skill: Normal

Damage Type: Normal?

Damage: ?

Range: Own Square?

Equip to: Attack Hand?

No. per Backpack Slot: ?

 

Druid's Malignant Staff (?)

I examined a Wooden Staff. The Staff is a length of finely carved and weighted wood which serves a number of useful functions. Imbued with a certain type of unlife, the staff is tasked to deal excessive damage to plant-type monsters. The Malignant staff is a magical tool which can only be equipped by Necromancers. However, a Necromancer can change the staffs nature, to make it usable by a Druid instead, by using the order 'X 6131 0'. Once this change has taken place there is no changing back. If the staff has already been changed then it will have "Druid" in its name instead of Necromancer.

Attack Skill: Normal

Damage Type: Magical

Damage: 1-3 + wielder’s natural damage

Movement Rate: Normal

Range: ?

No. Per Backpack Slot: 2

Value:    ?/?gp

 

Druid’s Staff (?)

A druid’s staff is a strong staff of dark oak, fashioned by hand from the wood of a fallen tree, shaped and molded using the ancient techniques of the druids. Although druid's can use any weapon made of wood, and even some rare magical metal weapons specifically enchanted for druids, many prefer their traditional and time-honored staff.

Attack Skill: +2

Damage Type: Normal

Damage: 2-3 + wielder’s natural damage

Movement Rate: Not Affected

Range: Own Square +1

No. Per Backpack Slot: 2

Value:    N/A

 

Dwarven Short Axe (?)

I examined the dwarven short axe. A magical weapon, forged deep undergound in dwarven forges, though as most of these forges are lost to the dwarves it is probably the Svertlanta that forged them. The axes are light and easy to wield, though they are unreceptive in the hands of anyone but a dwarf (or their near kin) and prove impossible to wield. In the hands of a dwarf, they move so fast as to weave a wall of flashing steel before the warrior, knocking attacks aside and striking with great rapidity. These items equip to the attack hand by dwarves only. For skill purposes this considered to be a Hand Axe, although actually it is rather larger than that.

Attack Skill: +4

Damage Type: Normal

Damage: 1-6 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:      ?/?gp

 

Dwarven War Hammer (?)

I examined the war hammer. It appears to be little different in design to a normal hammer, except that the head is a lot heavier, and the haft thicker.

At the other side of the head is a wicked spike. The war hammer is a difficult weapon to wield, its weight makes it a weapon of brute strength rather than delicate fighting technique.

Attack Skill: ?

Damage Type: Normal

Damage: 3-5 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:      ?/10gp

 

Elm Club (?)

I looked at the club. A heavy weapon, fashioned from Elm and blessed by the druids it is particularly effective against most sorts of demons and devils. Because of the blessing only druids, priests or Crusaders of Shanna may use the item. As well as its increased potency against demons, it is stronger than a normal club against all foes. Equips to attack hand, three may be carried per backpack slot. Traders will not buy these blessed items.

Attack Skill: +5

Damage Type: Normal

Damage: 1-4 + wielders natural damage

Movement Rate: ?

No. Per Backpack Slot: ?

Range: Own Square +1 radius (?)

Value:      N/A

 

Etherial Long Sword (4673)

Adventurers report that this longsword can be purchased at a courtyard, market place, or magical trader for 20gp using the order ‘B 4673’. The benefits of this long sword are still  being investigated.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:      20/?gp

 

Executioners Axe (?)

I examined an Executioners Axe. A modification on a battle axe this weapon has one blade, long and curved and wickedly sharp. However this weapon is of little actual use in combat and is only used for the ceremonial execution of the undead. There is a faint magical aura around the blade, though it is not obvious what this magical aura is.

Attack Skill: ?

Damage Type: Normal.

Damage: 1-4 plus wielders natural damage.

Movement Rate: Not Affected.

No. per Backpack Slot: 4

Range: Own Square only

Value:      ?/4gp

 

Flail (115)

The Flail is a wicked design, consisting of a spiked metal ball attached to a length of chain, which may or may not be attached to a small wooden handle, which the wielder holds. Also sometimes other shapes instead of a ball are used such as a cylinder etc… The Flail is then swung around the wielder's head and then swung into the target, by which time it has picked up momentum and strikes with great impact! Obviously, this weapons effectiveness is practically zero in small or confined areas such as dungeon corridors and the like. The Flail is however very effective against metal armor as well as generally if used in roomy areas. Also due to the difficulty of it’s use the wielders attack skill is reduced by –5.

Attack Skill: -5

Damage Type: Normal

Damage: 1-4 + wielders natural damage + special bonus *

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Special Bonus: The flail inflicts an additional point of damage on every successful attack, so where the normal damage for a human might be 1-6, it would become 2-7. This extra damage results from the tremendous momentum the weapon gathers when swung.

Value:      40/25gp

 

Flail 'Persimeon' (?)

Legend has it that when the Antithetical Gods last tried to walk the world of the living, the magical flail Persimeon was used in the battle to drive

them back and struck a mortal blow to Relm himself! A flail is a wicked weapon, consisting of a spiked piece of metal attached to a chain, which in turn is attached to a handle which the wielder holds. The spiked metal, usually but not always a ball, is then whirled around in the air and smashed against the target with great force. Flails are not much use in small or confined spaces, but are very effective, particularly against metal armor, in

spacious battle areas. They are a tricky weapon to use though. 16 Charisma and 16 Willpower are needed to wield this weapon. It can only be wielded by adventurers. Player’s Note: Grants two attacks per normal attack action.

Attack Skill: +22

Damage Type: Normal

Damage: 6-14 plus wielders natural damage

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value: ?/?gp

 

Giant Magic Toothpick (?)

Perhaps some mage thought it was hilarious. Or perhaps the gods themselves thought to amuse themselves? However it happened, a huge wooden toothpick was made, hardly a terrible weapon, yet able to deal magic blows. It is said by those who have seen the legendary thing that if you can get over how stupid you look when you wield it, and how ineffectual it is as a weapon, it can have at least SOME uses.

Attack Skill: Normal

Damage Type: Magical

Damage: 1-2 plus wielders natural damage

Movement Rate: N/A

No. Per Backpack Slot: 1

Range: Owm Square +1 Radius

Value: ?/?gp

 

Giant Sized Axe (?)

A giant-sized axe is a weapon made for the use of a very large humanoid. Weighing nearly four times as much as a standard battle-axe, these weapons can only be wielded by characters with super human strength of 22. When wielded successfully these are terrible weapons indeed, able to smash bond and slice flesh with frightening ease. For skill purposes this weapon is considered in the same band as a Battle Axe. Player’s Note: Cavern giants typically carry giant-sized axes.

Attack Skill: Normal

Damage Type: Normal

Damage: 3-9 plus wielders natural damage

Movement Rate: -1

No. Per Backpack Slot: 1

Range: Own Square +1 radius

Value:    ?/20gp

 

Glowing Sword (?)

There are many magical devices in the world of Myriad. Some have histories and legends attached, while others are utterly mysterious, the truth behind them lost to time. These latter items are known as Ellusinata, which means 'many forms' in ancient Elvish. Ellusinata can have a range of spectacular and fascinating names, but little is known of what effects they have. This Glowing Sword is one of these Ellusinata. The only way to discover its powers is to don it, experiment with it ... learn by experience. All Ellusinata share one quality ... their magic is fleeting. At the end of each turn there is a 5% chance that the item's magic will fade away and it will crumble to dust. This could even happen on the turn you find it ... if you are very unlucky.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:    ?/?gp

 

Gnomish Steam Axe (?)

This is one of the most obscure Gnomish weapons, a Steam Axe. A heavy gnomish weapon the steam axe comprises a small steam gun on the end of a large axe. The result is a powerful weapon, albeit it a cumbersome one. Only Gnomes know how to use this weapon properly, and even then it is heavy requiring a strength of 18 to wield it without falling over.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No per backpack slot: 1

Range: ?

Value:    ?/?gp

 

Great Sword (03)

Great Sword +5 (108)

Great Sword +7 (703)

Great Sword +9 (713)

A Great Sword is a huge bladed weapon, usually favored by skilled and usually tall individuals. Short combatants would not be able to wield such a large blade effectively. These blades are usually double edged and quite heavy, making them very tiring to use and slower than other blade types. But they also deliver a much more devastating blow when they strike true! Magical great swords add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage. Monks cannot use magical or Non-magical versions.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 2-7 + wielder’s natural damage

Movement Rate: -1

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:    40/20gp

              600/380gp

              1200/800gp

              2400/1800gp

 

Great Sword Of Zor (?)

It is said that in the Early Times the demon lord Zor led a horde of creatures from the rift to invade the devil-lands beyond the veil. The terrible war between demon and devil waged for a thousand and nine years before Zor fell to Octolis the Charnal, the guardian of the Land of the Dead. His magical blade and ring plunged into the river Styx and was swept away in those dark currents. Since then they have resurfaced several times, usually with ominous portent. This is one of those times ... Player’s Note: Reported to grant +18 health and +13 willpower along with defensive bonuses.

Attack Skill: +26

Damage Type: Normal

Damage: 9-24 + ?

Movement Rate: -1

No. Per Backpack Slot: ?

Range: Own Square +1 radius (?)

Defense Bonuses: Normal =21, Fire =11, Cold =11, Chemical =11, Magical=11, Mental =11.

Value:    ?/?gp

 

Grey Bone Wand (?)

The Grey Bone Wand is a deadly magical item forged by an ancient guild of Necromancers from before the Time of Thunder. These terrible deadly items are few and far between, but prized by Necromancers who find them. The Grey Bone want, when wielded as a weapon, fires a bolt of entropic energy that delivery 'cold' damage up to a range of 4 squares. Worse still, the wand fires the energy as a ball or purple light which explodes on impact affecting every character or monster within a two square radius of its explosion. (Each character has a chance to avoid the explosion as per their defense vs. cold attacks.) The wands damage can affect friends or enemies within its radius... even the caster himself, if they are too close to the flash. Necromancers can only use this item. It has a 3% chance per turn of burning out.

Attack Skill: Normal

Damage Type: Cold

Damage: 1-4 (radius effect 2)

Movement Rate: Not Affected

No. Per Backpack Slot: 12

Range: Own Square +4 radius

Value: ?/40gp

 

Halberd (?)

I examined the halberd. This weapon is little more than an axe blade at the end of a long pole. It takes a great deal of skill to use this weapon, as it is heavy and clumsy. In the hands of a dedicated warrior, the halberd is a superb weapon for inflicting heavy wounds at a relatively safe distance. (This gives the wielder +2 Normal Defense.) Strength of 14 and dexterity of 12 are required to wield and effectively use this bulky weapon.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-7 plus wielder's natural damage

Range: Own Square +1

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Value:    ?/25gp

 

Hand Axe (27)

Hand Axe +5 (114)

Hand Axe +7 (709)

Hand Axe +9 (719)

The Hand Axe is a small axe blade set atop a short wooden shaft. This is a simple yet effective weapon for close combat. They are particularly useful in small areas where their larger cousins would be unwieldy and awkward. Magical hand axes add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 1-4 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square Only

Value:    10/4gp

              270/170gp

              600/400gp

              1200/800gp

 

Haunted Spatula (?)

Description unknown.

Attack Skill: Normal

Damage Type: Cold

Damage: 1-6 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: own square +1

Range: ?

Value:    ?/?gp

 

Heavy Mace (?)

I examined a Blight Mace. There are times when only the heavy handed approach will do. This mace is almost black from years of use and lack of cleaning. The head, which was long ago decorated, has long since been smashed into unrecognisable lumps. The handle is still solid and has several tassels hanging from the bottom, strands of hair from necromancers slain. This is a powerful weapon and the head glows with a bright aura, a magical weapon! Player’s Note: Appears to have the same description as a Battle Mace, which appeared to have the description of a Blight Mace. We just haven’t gotten a description of a real Blight Mace yet.

Attack Skill: Normal

Damage Type: Normal

Damage: 4-8 + wielders natural damage

Movement Rate: Not Affected

No per backpack: At least 2

Range: Own Square +1 radius

Value:      ?/?gp

 

Honor Sword (?)

There are many magical devices in the world of Myriad. Some have histories and legends attached, while others are utterly mysterious, the truth behind them lost to time. These latter items are known as Ellusinata, which means 'many forms' in ancient Elvish. Ellusinata can have a range of spectacular and fascinating names, but little is known of what effects they have. This Honor Sword is one of these Ellusinata. The only way to discover its powers is to don it, experiment with it ... learn by experience. All Ellusinata share one quality... their magic is fleeting. At the end of each turn there is a 5% chance that the item's magic will fade away and it will crumble to dust. This could even happen on the turn you find it ... if you are very unlucky.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:    ?/?gp

 

Horgon’s Acidic Blade (?)

Far more than just a long sword, this blade once belonged to the infamous lizard man, Horgon. Cruel and sadistic, this foul creature wished to do exceptionally unpleasant damage to those who passed near his marsh lair. With this in mind Horgon began a daily ritual of licking the blade of his long sword, transferring his vile acidic spittle onto the metal. Over time, a combination of this action and the strange marsh gasses caused the change to become permanent, giving the blade a ‘chemical’ damage type when it struck successfully. This is considered an evil item which good characters would hesitate to use.

Attack Skill: Normal

Damage Type: Chemical

Damage: 2-6 plus the wielder’s natural damage

Movement Rate: Not affected

No. Per Backpack Slot: 3

Range: own square +1 radius

Value:    ?/?gp

 

Ice Axe (2960)

An Ice Axe is a useful weapon, akin to a hand axe, but its shape makes it especially useful in cutting ice and the pick on the back of the blade is suitable for carrying chunks of ice, cutting ice and helping when climbing. An Ice Axe is a vital tool for all sorts of arctic survival. Ice axes can be purchased at an Eskimo village for 15gp (B 2960 0) or at a Barbarian Village for 20gp (same order).

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 4

Range: ?

Value:    15/?gp

 

Ice Rune Scimitar (?)

A Scimitar is an exotic bladed weapon from the far East. Its blade is curved along the length with a uniformity of width and a single sharp edge. The styles used while fighting with a scimitar are unlike most other bladed weapons and therefore have value against opponents because of their unorthodox techniques. The Ice Rune Scimitar is a creation of the Water Runemasters of the Rune Forge. The blade is a large curved magically preserved sliver of ice so cold that it burns and with an edge that is eternally sharp.

Attack Skill: +5

Damage Type: Cold

Damage: 2-8 plus the wielder’s natural damage

Movement Rate: Not affected

No. Per Backpack Slot: 3

Range: own square +1 radius

Value:    ?/?gp

 

Ildasi Battle Axe (?)

I examined the Ildasi Battle Axe. Runes of archaic antiquity cover the double bladed head. The razor sharp edges seem to vibrate with an internal energy as I grip the haft. When I wield the weapon it seems to be weightless and moves with little effort. After a few swings I can feel the weight behind it, even if I cannot feel it. This is an excellent but brutal weapon that still retains the enchantments that were placed on it hundreds of years ago.

Attack Skill: +5

Damage Type: Magical

Equipable Area: Attack Hand.

Damage: 3-9 plus wielders natural damage.

Movement Rate: Not Affected.

No. per Backpack Slot: 2

Range: Own Square +1 radius

 

Infernal Trident (?)

Description unknown.

Attack Skill: -8

Damage Type: Fire

Damage: 2-8 plus wielder’s natural damage

Movement Rate: ?

No. Per Bacpack Slot: ?

Range Own Square +2 radius (?)

Value:      ?/?gp

 

Inferno Staff (?) See entry in CREATURES file under Male Elven Seers (Demonrift only)

The Inferno Staff is a very powerful magical item granted only to Male Elven Seers who have been recruited by the King of Bereny for battle against the Daemonrift. The Inferno Staffs are ranged weapons powered by strange magics. To be used they simply need to be equipped to the attack hand. Each turn the Staff is equipped there is a 5% chance that the Staff will run out of power even if it is not used (called 'Inert'). If it goes 'Inert' it must be recharged using the 'X 100 0' order, which steals 10 points of health from the Seer (which could kill an injured one.)

Attack Skill: Normal

Damage Type: Fire

Damage: 5-20

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square + 7 Radius

Value:    ?/?gp

 

Iron Axe (?)

I examined the iron battle axe. Heavy iron weapons and armor were mostly used before the time of Thunder. They take a strong person to use as the iron is not as strong as modern steel and what it lacked in strength was made up for in extra weight. That having been said, any iron equipment that old to have lasted to the present day would have to be enchanted in some way and so this equipment is often well worth using. It requires at least 16 strength to use.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 3

Range: ?

Value:    ?/?gp

 

Iron Club (?)

The iron club is a slight improvement on the basic wooden club. Around the head of the club, a large band of iron has been fitted to give the weapon weight and durability. Designed to crush bone and break limbs, the iron club can be a deadly, if unsubtle, weapon in anybody's hands.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-5 plus wielder's natural damage

Range: Own Square +1

No. per Backpack Slot: 3

Value:      ?/12gp

 

Iron Strach (?)

I examined the iron Strach. Heavy iron weapons and armor were mostly used before the time of Thunder. They take a strong person to use as the iron is not as strong as modern steel and what it lacked in strength was made up for in extra weight. That having been said, any iron equipment that old to have lasted to the present day would have to be enchanted in some way and so this equipment is often well worth using. Although anybody can carry and own one, only a Glacier Barbarian has the skill and ability to wield them. The complex patterns of the axe require special training not given to outsiders. Consequently, only a Glacier Barbarian can equip one. It requires at least 16 strength to use.

Attack Skill: ?

Damage Type: ?

Damage: ? plus wielder's natural damage

Range: Own Square +1 ?

No. per Backpack Slot: ?

Value:      ?/?gp

 

Iron Sword (?)

I examined the Iron Long Sword. Heavy iron weapons and armor were mostly used before the time of Thunder. They take a strong person to use as the iron is not as strong as modern steel and what it lacked in strength was made up for in extra weight. That having been said, any iron equipment that old to have lasted to the present day would have to be enchanted in some way and so this equipment is often well worth using. The sword needs at least 15 strength to use.

Attack Skill: ?

Damage Type: ?

Damage: ? plus wielder’s natural damage

Range: ?

No. per Backpack Slot: 3

Value:      ?/?gp

 

Iron Sword of Thul (?)

I examined the Iron Long Sword of Thul. It is said that long before the Time of Thunder there was a renowned ironsmith by the name of Thul. Such was the quality of his weapon that many iron blades which were not magically enchanted still bare his logo to this day. Heavy iron weapons and armor were mostly used before the Time of Thunder. They take a strong person to use as the iron is not as strong as modern steel and what it lacks in strength was made up for in extra weight. That having been said, any iron equipment that old to have lasted to  the present day would have to be enchanted in some way and so this equipment is  often well worth using. The sword equips to the attack hand and needs at least 15 strength to use. Attack Skill: +5

Damage Type: Normal

Damage: 1-7 plus wielder’s natural damage

Range: ?

No. per Backpack Slot: 3

Value:      ?/?gp

 

Iron-Shod Staff (?)

I looked over the Iron-shod Staff that I had acquired. It is a good all round weapon for the adventurer; dependable and sturdy. The Staff has a band of metal fitted to either end. The intention being that they cause extra damage to their target by being weighty and less likely to splintering. A swift jab to a goblin's forehead will likely cave in its skull! A favorite with travelers, the staff can be used as an aid to walking and a weapon that is readily to hand.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-3 plus wielder's natural damage

Range: Own Square +1

No. per Backpack Slot: 2

Value:      ?/7gp

 

Ivory Boar Tusk (?)

I looked at the boar tusk.  It contains a lot of ivory and is quite valuable. (Player’s Note: Information of an Ivory Boar Tusk as a weapon are discovered or theorized based on a druid being able to equip it. A ranger has tested whether it is equipable, but it didn’t work. It appears only druids can equip them. The damage is guessed at based on the druids strength and the reported damage when wielded. Range is also a guessed assuming it is similar to a dagger.

Attack Skill: Normal

Damage Type: magical

Damage: 1-3 plus wielder's natural damage

Range: Own Square ?

No. per Backpack Slot: 3

Value:      ?/20gp

 

Katahsa (?)

A Katahsa is an assassins weapon that has been blessed by Yasabach Mallaire to carry an eternal poison. Naturally a blessing by a Dark God is a curse to anyone else. Attached to a wrist buckle by a length of obsidian chain the black metal of the triple bladed Katahsa are able to be flicked out and strike a target at considerable range and still be retrieved. White Heart Hyusarik are the only known assassins who have been seen to wield the

Katahsa.

Attack Skill: ?

Damage Type: ?

Damage: ?

Range: ?

No. per Backpack Slot: 1

Value:      ?/?gp

 

Kris Dagger (?)

A dagger is a small bladed weapon, which is very effective when used in close quarters. The Kris has a longer blade which is wavy, just as useful in close quarters, but not much good for slashing. Many Kris are old as the skills of creating them are no longer known. What it gains in speed of use and dexterity is counterbalanced by its lesser damage and the need to get close to an opponent to use it effectively.

Attack Skill: ?

Damage Type: Normal

Damage: 2-3 plus wielders natural damage

Movement Rate: Not Affected.

No. per Backpack Slot: 7

Range: Own Square only

Value:      ?/?gp

 

Lal's Halberd (?)

I examined Lal's Halberd. To most this weapon is little more than an axe blade at the end of a long pole. It takes a great deal of skill to use this weapon, as it is, to the unskilled warrior, heavy and clumsy. But this one is as light as a feather and the axe blade is razor sharp and double curved. The haft is solid ebony and engraved with demonic tracery outlined in silver. A very magical weapon. In the hands of a dedicated warrior, the halberd is a superb weapon for inflicting heavy wounds at a relatively safe distance. (This gives the wielder +2 Normal Defense.) A strength of 14 and dexterity of 12 are required to wield and effectively use this bulky weapon. + to hit and to damage against Demons.

Attack Skill: ?

Damage Type: Normal

Damage: 2-7 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +1 radius

Value:      ?/?gp

 

Legion Staff (?)

The potent weapon of the Blood Legion the Legion staff can be used to channel magical powers at their foes. Though it has a good range the damage

is usually low. This weapon can only be used by enchanters.

Attack Skill: ?

Damage Type: ?

Damage: ?

Range: ?

No. per Backpack Slot: 1

Value:      ?/?gp

 

Lion Tooth Knife (?) (Frontier Item)

A Lion Tooth Knife, as it sounds, is a sharp tool made for cutting and working, from a piece of wood and a lion’s tooth. These tools are not highly functional and do not serve well as a weapon, but are used extensively by various native tribes for daily chores.

Attack Skill: -2

Damage Type: Normal

Damage: 1-2 plus wielder's natural damage

Range: Own Square

No. per Backpack Slot: 7

Value:      ?/?gp

 

Lizupine Quill (?)

The quill of the lizupine is shapped very much like a narrow bladed dagger and is very sharp. It is used by many underworld tribes as a weapon in formal duals.

Damage Type: Normal

Damage: 1-7 plus the wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 6

Range: Own Square only

Value:    ?/?gp

 

Long Sword (02)

Long Sword + 2 (?)

Long Sword +5 (107)

Long Sword +7 (702)

Long Sword +9 (712)

Long Sword +20 (?)

Knight’s Sword (?)

Fine Long Sword (?)

A long sword is the preferred weapon of many human fighters! Its design is such that they are of about medium weight and is therefore quite powerful when it hits. Blades of this sort are usually double edged. Long swords give their user a strong advantage in areas where their size is a benefit such as Open areas and rooms but awkward and cumbersome in small and confined places. Magical Long Swords are also known to exist. You know you have one when you see a +1 or other bonus after the items name. These weapons do magical damage and increase your chance to hit. Player’s Note: The sword that an estate’s knight starts with has the same description as a long sword. Experiments to determine if the attack skill and damage type is the same as a non-magical long sword should be conducted. A Long Sword +20 does magical damage and appears to grant +4 to damage (i.e. a warrior with 16 strength does 5-12 rather than 1-8) A fine long sword can be purchased at a weaponsmith, a trader owned shop in the overland, using the ‘L 101 0’ order.

Attack Skill: Normal/+2/+5/+7/+9/+20/?/?

Damage Type: Normal/Magical/?/?

Damage: 1-6 + wielder natural damage!

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +1 radius

Value:    20/8gp

              ?/150gp

              450/300gp

              1000/650gp

              2000/1200gp

              ?/?gp

              ?/?gp

              300/?gp

 

Mace Of Adrianna (?)

The legendary Mace Of Adrianna was once wielded by the female priestess of the same name who, it is said, destroyed the last demon in Bereny at the end of the Time of Thunder. The demon, a trickster known as Fengler the Strangler, begged Adrianna for mercy. Her words were, "mercy is for the holy and the righteous. You are neither. Die, spawn of the inferno." The maces properties are unknown. It can only be wielded by a female priestess. From observation upon equiping, the wielder gained +2 to willpower.

Attack Skill: +31

Damage Type: Magical

Damage: 6 to 14 plus wielder’s natural damage

Movement Rate: unaffected

No. Per Backpack Slot: ?

Range: Wielder’s own square + 1(?)

Defense Bonuses: Normal =2, Fire =2, Cold =2, Chemical =0, Magical=16, Mental =12.

Value:    ?/?gp

 

"Mammon" Flail

Mammon is a magical flail forged by an elven crafter who had lost two daughters to a dangerous vampire lord. Tasked with destroying vampires, the flail was imbedded with all the rage and anger of a grief-struck father. Little is known about the flails abilities and the name of its creator is lost to time. Player’s Notes: Appears to be +12 on attack skill. Damage inflicted by the mammon flail appears greater against vampires. Also grants +24 to health.

Attack Skill: +12

Damage Type: Magical

Damage: 5-10 + wielders natural damage + special bonus *

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Special Bonus: The flail inflicts an additional point of damage on every successful attack, so where the normal damage for a human might be 1-6, it would become 2-7. This extra damage results from the tremendous momentum the weapon gathers when swung.

Value:      ?/?gp

 

Marked Silver Dagger (?)

The marked silver dagger is a magical weapon owned only by the secretive organization of the Nightslayers. These common folk are not adventurers, but they have formed an organization which has much in common with adventuring. These folk almost always recruited from peasants and villagers who have lost family members to attacks by ghosts and were creatures. Once recruited they are given the Marked Silver dagger, a magical weapon which allows them to deal terrible damage upon were creatures if they ever encounter them in their monstrous form. The dagger is bonded to them. It can’t be sold, traded or dropped. If the owner is slain, the dagger dissolves to dust.

Attack Skill: +19

Damage Type: Mental

Damage: 5-9

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Varies from Own Square +5 to Own Square +7 radius

Value:    N/A

 

Midnight Blade (?)

Description unknown. Adds +1 to wielder’s strength.

Attack Skill: Normal

Damage Type: Magical

Damage: 1-7 plus wielder's natural damage.

Range: Own Square +1

No. per Backpack Slot: 2

Value:    ?/?gp

 

Mikita (?)

The Mikita is an unusual sword, difficult to wield for any but the most accomplished and well-versed sword person. Used primarily by the rare leonine race known as the Aslani, the blade is a wicked tool. It has two edges, one smooth and very sharp, the other serrated. Aslani learn to use both edges in different ways in a complicated style with oddly graceful patterns. Very few non-Aslani warriors have ever mastered the Mikita and it remains a rare and exotic weapon. Needs 15+ dexterity to wield.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-6 plus wielder's natural damage

Range: Own Square +1

Movement Rate: Not Affected

No. per Backpack Slot: 3

Value:    ?/18gp

 

Night Blade (?) (Made by combining a Jet Hilt & Jet Blade)

I lifted my Night Blade up before my eyes, marveling in it’s utter perfection and the way the shadows seemed to leap and dance from it’s metallic surface, also the way the strange, alien metal gave no reflection, almost seeming to trap the light within itself. I felt the balance of the sword, noting how right and totally in tune with myself it felt. Certainly there was magic in this weapon, Dark, cold magic, but not evil…just different! While wielding a Night Blade, its magical energy increases its users Strength by +1.

Another Description: This item requires an adventurer to find two parts of it, in order to complete a Nightblade. The two parts are a Jet Blade and a Jet Hilt. Over three hundred years ago a powerful lord named Eiram was in desperate need for weapons that could harm demonic invaders of his lands. Legend has it that to give his forces a fighting chance, Lord Eiram paid the most powerful magical guild of the time (The Circle of Eve) a huge sum of gold to fashion for him one thousand magical swords that would harm the invading forces. The swords were called Nightblades and could injure even magical creatures. However, despite this, somehow the demons still managed to deal Eiram’s men a mortal blow, slaying them all. The swords had harmed the creatures though, enough to rent them in two, forming a Jet Hilt and a Jet Blade, then scattering them around the land. Once you get both parts, use the order ‘X 97’ to make a nightblade for yourself.

Attack Skill: Normal

Damage Type: Magical

Damage: 1-7 + wielder natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:    ?/?gp

 

Nunchaku (126)

The Nunchaku is an ancient weapon used only by Monks or those specifically trained in their use! They date back many hundreds of years to the original Master of the Open Palm, known only as the Whispering One. Essentially, it is a simple weapon, two wooden poles attached together by a short length of chain. Monks learn to wield them in an extremely intricate and fast series of swings, loops and patterns, by spinning them about and catching them in either hand and sending them spiraling through the air. Also because it is a difficult weapon to master attack skills are –5 when using them. (Note: A new report says that the also grant a +3 to normal defense.)

Attack Skill: -5

Damage Type: Normal

Damage: 1-4 + wielders natural damage + Special bonus*

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Special Bonus: Nunchaku does an additional point of damage on every successful attack. E.g. Where damage would normally be 1-6 for a human, it would become 2-7.

Value:    30/20gp

 

Oaken Staff (?)

I looked at the oaken staff. Heavy and well worn, this staff has been used much and carries the blessing of Shanna upon it. As such, it is much more effective against all sorts of undead creatures, as well as being enchanted for better performance against all foes. Because of the blessing only priests, druids or crusaders of Shanna may use this artifact. Traders will not buy these blessed items. Player’s Note: When equipped, there is no observable benefits of the staff. The greater effectiveness against undead must be hidden. Only by careful observation in battle against undead foes can a hint of the greater effectiveness be estimated. Player’s Note 061222: An oaken staff equipped by a priest observed the following effect just prior to attacking a vengeful spirit, ‘The undead seemed to recoil from the oaken weapon.’ This occurred when fighting a skeletal warrior as well with other message including, ‘The undead was repelled by the life within the oaken weapon,’ and ‘The oaken weapon eagerly sought to crush the undead as if it had a life of its own.’ Unfortunately, the priest only hit the skeletal warrior once for 4 points of damage, which was within its current normal damage range.

Attack: Normal

Damage Type: Normal

Equippable Area: Attack Hand

Damage: 1-3 plus wielder’s natural damage

Movement Rate: Not Affected

No. per Backpack Slot: 2

Range: Own Square +1 radius

Value:    N/A

 

Oaken Club (?)

I looked at the oaken club. Heavy and well worn, this staff has been used much and carries the blessing of Shanna upon it. As such, it is much more effective against all sorts of undead creatures, as well as being enchanted for better performance against all foes. Because of the blessing only priests, druids or crusaders of Shanna may use this artifact. Traders will not buy these blessed items.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 3

Range: ?

Value:    ?/?gp

 

Ornate Knife (?)

The blade is short, blunt and has no edge at all, and the metal seems too soft to take an edge even if sharpened. The hilt, though, decked out in gold plate. Clearly some nobleman had this made for show, not war. Perhaps I can sell it to someone who has a use for such baubles.

Attack Skill: ?

Damage Type: ?

Equippable Area: Attack Hand

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 8

Range: One Square Only

Value:    ?/25gp

 

Ornate Rapier (?)

I took a look at the ornate rapier. It has a silver guard and crimson leather on the hilt. Guard and blade are worked with ornate script which praises the dark gods; Raodles, Lamari, Tisbehelne, Robmnac, Relm, and Nashan. The blade itself looks well made and flexible. No priest or crusader would use such an item. Adventurers report the following message was received: ‘As I took the ornate rapier in my grip, I felt board with life and realized that the only way to be happy would be by making other people miserable …’ (Players report: -2 appearance, -1 willpower, -1 wisdom, -1intelligence while equipped.)

Attack Skill: +5

Damage Type: Normal

Damage: 1 to 5 plus wielder’s natural damage

Movement Rate: unaffected

No. Per Backpack Slot: 3

Range: One Square Only

Value:    ?/4gp

E ? 0

As I took the ornate rapier in my grip I felt bored with life and realized that the only way to be happy would be by making other people miserable. Not that I ever truly would be happy, but just that in making others unhappy I would briefly throw the pointlessness of my own existence into sharp relief.

 

Poleaxe (?)

I examined the Poleaxe. This is a large weapon, and is exactly what its name suggests. The Pole is topped with an axe head (although some have hammers, blades and other weapons instead). A skilled fighter can cause major damage with this weapon. A full swing with this weapon can maim even the toughest of foes and smaller ones fall very quickly. Due to its bulk, it can only be used efficiently by a strong (14) and dexterous (12) user. Originally used by peasants as a makeshift weapon, usually putting various farming implements on top of staffs, the poleaxe is now a weapon in its own right. It is rarely blunted, if damaged in combat it is more likely for the head to fall off (5% chance per turn) making it just a staff.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-6 plus wielder’s natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +1 Radius

Value:    ?/25gp

 

Poniard (?)

I examined the Poniard that I had acquired. A similar size to a dagger, the Poniard is a much subtler weapon, primarily used in quick stabs. Its thin blade is useful for piercing the links of chain mail or finding the gaps in heavy plate armor. The blade sinks into flesh easily and is just the right length to find vital organs, and puncture them! Many Poniards have a groove running down the thin blade which allows the victims blood to leave the body more readily. They do have a tendency to blunt quite easily due to their fragile design.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-3 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 8

Range: Own Square only

Value:    ?/3gp

Blunt:    ?/2gp

 

Royal Blades (?)

Royal Blades are magical long swords forged by commission for the King. The king uses these swords as rewards for great service to the Crown. The blades themselves always stay sharp and are enchanted to guide the hand of the wielder for greater accuracy and damage potential.

Attack Skill: +11 or 13 (Second report says they are +11)

Damage Type: Magical

Damage: 2-7 plus wielder’s natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:    ?/?gp

 

Rusty Short Sword (?)

The short sword is a light, single edged weapon. This one is rusty and the rust has penetrated so deep it would take considerable skill to repair, if it were indeed possible. Still, it is a serviceable weapon.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 3

Range: ?

Value:      ?/2gp

 

Salamander Staff (?)

Description unknown.

Attack Skill: ?

Damage Type: ?

Equippable Area: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:      ?/34gp

 

Scimitar (11)

Scimitar +5 (110)

Scimitar +7 (705)

Scimitar +9 (715)

The Scimitar is an exotic sword with a curved blade from the Far East. The curved blade itself has a single sharp edge. The fighting style is similar to that used with such weapons as the cutlass and khopesh sword. This style is unlike other bladed weapon styles because scimitars are weighted differently. Magical scimitars add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 1-6 + wielder natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:    25/10gp

              600/400gp

              1200/800gp

              2400/1800gp

 

Serpent Scimitar (?)

A Scimitar is an exotic bladed weapon from the Far East. Its blade is curved along the length with a uniformity of width and a single sharp edge. The styles used while fighting with a scimitar are unlike most other bladed weapons and therefore have value against opponents because of their unorthodox techniques. There is something unusual about this scimitar. On the blade a strange design is etched into the metal, like a sinuous serpentine body winding its way up and around the steel. I try a few practice swings… and the blade hisses in the air like a snake! Magic! This weapon needs a dexterity of 13 to equip.

Attack Skill: Normal ?

Damage Type: Magical

Damage: 4-10 + wielder natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:    ?/?gp

 

Silver Dagger (?)

A dagger is a small bladed weapon which is very effective when used in close quarters. What it gains in speed of use and dexterity is counterbalanced by its lesser damage and the need to get close to an opponent to use it effectively. Poison cannot be placed upon magical daggers as their enchantment repels it. Silver Daggers can be purchased at a weaponsmith, a trader owned shop in the overland, for 100gp using the ‘L 204 0’ order.

Damage Type: Normal

Equippable Area: Attack Hand.

Damage: 1-2 plus wielders natural damage

Movement Rate: Not Affected.

No. per Backpack Slot: 7

Range: Own Square only

Value:    100/?gp

 

Shadow Whip (?)

Description unknown.

Attack Skill: ?

Damage Type: Cold

Damage: 1-6

Movement Rate: ?

No. Per Backpack Slot: ?

Range: Own Square +3 radius

Value:    ?/?gp

 

Shinaka (?)

'The Shinaka is an ancient name for a pair of sharp fighting blades used by Monks who have the Shinaka skill. In fact, any monk, skilled or not, can use the Shinaka, but only those with the skill can use them to their true full potential. If the Shinaka are equipped while the defence hand is empty they are considered to be both being used. If the defence hand has something else in it, chances to hit are halved.

Unskilled Monk

Attack Skill: -10 plus normal defense -10

Normal Defense: -10

Damage Type: Normal

Damage: 1-3 + wielder’s natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Skilled Monk

Attack Skill: Normal plus 2 attacks per order

Damage Type: Normal

Damage: 1-6 + wielder’s natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:    ?/?gp

 

Short Sword (01)

Short Sword +5 (106)

Short Sword +7 (701)

Short Sword +9 (711)

A short sword is a lightweight, easy to use weapon with a single edged blade. Although its reach is not as extensive as larger blades, the short sword has the benefit of being easy to manipulate in the confined space of dungeon corridors and the like. Magical scimitars add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 1-4 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:    10/4gp

              280/150gp

              750/500gp

              1500/1000gp

 

Short Sword “Snag” (?)

The legendary short sword of the goblins was, in fact made by the great dwarven weapon smith Serje. At some point the sword was disclaimed by the evil humanoids in a rare successful battle against the bearded folk and adopted as one of the icons of their race. The tribe that claimed the sword “Snag Tooth’s Horde” named the sword after themselves. Since then, the whereabouts of the sword have fallen into question. The exact magical properties of Snag are unknown? But one thing is certain…it is a one of a kind magical sword, and as such can never be sold, but may be dropped or transferred to another character. The wielder needs to have at least 14 Wisdom to equip it.

Attack Skill: Normal

Damage Type: Magical

Damage: ???

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +??? radius

 

Silver Sword (?)

I took a look at the silver sword and that is exactly what it is … a silver sword. Silver is not the best thing to make swords of and this one is completely blunt. It is also seriously bent and twisted out of shape, as if some fool actually tried to use the thing! Whoever they were, they are probably dead now … at least, they are if they relied on this as a weapon. It is completely useless in a fight, but pretty valuable.

Attack Skill: ?

Damage Type: ?

Damage: Normal

Movement Rate: ?

No. Per Backpack Slot: 4

Range: ?

Value:    ?/?gp

 

Spiked Club (?)

It is not a very subtle weapon, a normal wooden club with the addition of some nails hammered through the end. These nails do make a mess of any flesh they make contact with, often doing more damage after the blow when the spikes are removed from the target they take big hunks of meat with them. The spikes have the tendency to get pulled out or get flattened. If this happens, the weapon is nothing more than a normal club.

Attack Skill: Normal

Damage Type: Normal

Damage: 2-4 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square + 1 Radius

Value:      ?/4gp

 

Spinal Staff (?)

The Spinal Staff is a necromancer's weapon. It is forged from the remains of a living creature’s spinal column, strengthened with pieces of bone and cartilage then magically enchanted into a permanent form. The staff can only be used or wielded by a necromancer. Not only a effective weapon, the staff can also be commanded to summon a powerful undead creature called a ‘Head-hunter’. When this power is used the staff crumbles to dust. The order to use the special power is ‘X 388’

Attack Skill: Normal

Damage Type: Magical

Damage: 1-4 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:      ?/?gp

 

Spiritlight Dagger (?)

The spiritlight silver dagger is a magical weapon owned only by the secretive organization of the Nightslayers. These common folk are not adventurers, but they have formed an organization which has much in common with adventuring. These folk almost always recruited from peasants and villagers who have lost family members to attacks by ghosts and were creatures. Once recruited they are given the spiritlight dagger, a magical weapon which allows them to deal terrible damage upon ghosts, specters, spirits, and the like if they ever encounter them in their monstrous form. The dagger is bonded to them. It can’t be sold, traded or dropped. If the owner is slain, the dagger dissolves to dust.

Attack Skill: Normal

Damage Type: Magical

Damage: ?

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square

Value:      ?/?gp

 

Star Axe (?)

This is a magical toy. It has a chance of burning out every time it is used. An item destined for greatness in the right hands.

Attack Skill: Normal

Damage Type: Magical

Damage: 3-9 +???

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +1 radius (Another report says it is effective in its own square only)

Value:      ?/?gp

 

Star Iron Scimitar (?)

The Star Iron Scimitar is the weapon of choice of the Diabolical Necromancers of the Mor Kas Ah. According to legend they are forged from the body of a mighty star that fell thousands of years ago in the depths of the Kyr Desert. The mighty underground river, the Mor Kas Ah, in times past reached all the way under Kyr and beyond. Worked by the Elementalists and imbued with mystical power these curved blades are lethal weapons in the hands of Necromancers. There is a warning inscribed on the blade, 'Let he who does not talk to the dead wield this weapon not for the dead guard these weapons jealously'.

Attack Skill: ?

Damage Type: Cold

Damage: 1 – 6 plus wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:      ?/?gp

 

Steel Sceptre (?) (Ex: Scepter of Holy Might)

This is a simple steel baton with some old, but powerless magical markings upon. Once, it was a powerful holy item called a Sceptre of Holy Might, but now its righteous energy is gone and it is plain steel once more.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-2 + wielder’s own strength damage

Movement Rate: Not Affected

No. Per Backpack Slot: 1

Range: Own Square +1 radius

Value:      ?/3gp

 

Stellar Hand Axe (?)

The Stellar Hand Axe origins are shrouded mystery. These rare items first appeared in the Great Forests of the far North, supposedly the creation of some elusive artificer who may, or may not, have been human. Whatever the case they are valuable indeed. Stellar hand axes are magical weapons, which suffuses the wielder with sorcerous prowess and deadly vigor. The Axe glows faintly blue when carried and spits stars when it is used to strike an enemy. At the end of each turn there is a chance that the stellar energy will fade and the weapon become simply a normal hand axe.

Attack Skill: Normal?

Damage Type: Magical

Damage: 4-12 + wielder’s own strength damage

Movement Rate: Not Affected

No. Per Backpack Slot: 4

Range: Own Square +1 radius

Value:      ?/?gp

 

Stone Headed Club (?)

A wooden club is a lump of heavy oak or yew that has been shaped into a heavy bludgeoning weapon. It is usually thin at one end, which is held but gets fatter as it goes further towards the 'business' end. Clubs are one of the easiest weapons to use for a novice or somebody with blind strength and little else, but are seldom favored by skilled fighters.

Damage Type: Normal.

Equippable Area: Attack Hand.

Damage: 1-4 plus wielders natural damage.

Movement Rate: Not Affected.

No. per Backpack Slot: 3

Range: Own Square +1 Radius

Value:      ?/?gp

 

Strange Animal Bone (?)

What a strange animal bone this is. It’s probably worth something to a collector of such objects. Hmm, it even looks like it can be hefted and used as a weapon. What a versatile bone.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: 4

Range: ?

Value:      ?/?gp

 

Sword of Fire (?)

The Sword of Fire is a magical weapon that is created through the use of an enchanter spell. The sword is made of toughened steel with a sturdy hilt, but its most obvious feature is the flames that lick constantly along the length of its blade. When used in combat the sword does 'fire' type damage, flaring occasionally to startle the opponent. It is an impressive weapon to wield, but sadly its magic is brief and temporary. When the power dies out the sword fades away and finally disappears.

Attack Skill: Normal?

Damage Type: Fire

Damage: 3-9 + wielder’s own strength damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:      ?/?gp

 

Tapstaff (?)

I looked ta the tapstaff. Tapstaves are the symbols of office for magistrates and other officers of the law. This one is brass tipped with a mahogany shaft. Less than a foot long, it would be utterly useless as a weapon: it is essentially just a short rod. This tapstaff is pretty old and the plate where the name of the official should be is worn away. It is probably worth a fair bit.

Equippable Area: Attack Hand

Movement Rate: Not Affected

No. Per Backpack Slot: 6

Range: Same Square Only

Value:      ?/38gp

 

Thunder Axe (4351)

I examined a Thunder Axe. The Thunder Axe is a huge axe used traditionally by extremely strong dwarves who have experience of such an unwieldy weapon. Although the Thunder Axe slows movement down, being nearly as big as the dwarf, it sure packs a punch! Since the Thunder Axe is a two handed weapon, it requires the defense hand to be empty to be used effectively. This weapon needs a strength of 17 or greater to equip. It can only be used by dwarves. (Player’s Note: It has recently been reported that a Thunder Axe can be purchased in dungeon courtyards or at magical traders using the order ‘B 4351’. The cost for this is 25gp.)

Attack Skill: Normal?

Damage Type: Normal

Damage: 1-12 + wielder’s own strength damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:      25/?gp

 

Tree Trunk (?)

This is a large tree trunk. Torn out of the ground by a Forest Giant and used as a weapon a super-human strength of 26 is needed to wield this weapon. When wielded successfully these are terrible weapons indeed, able to smash bone with frightening ease.

Attack Skill: Normal (?)

Damage Type: Normal

Damage: 7-14 plus wielders natural damage.

Movement Rate: -1

No. per Backpack Slot: 1

Range: Own Square +1 radius

Value:      ?/?gp

 

True-Ice Strach (?) (Children of Ragnarok Item)

Members of the Children of Ragnarok guild can purchase a rare and powerful magical Strach called the True Ice Strach which acts as a +5 weapon, does 1-7 damage and ‘cold' type damage. It also decreases your defense against fire attacks by 5 points as an unfortunately side effect. The True-Ice Strach is the mark of a legendary warrior and costs only 750gps from the guild house. The order to buy the Strach is 'X 627'. The magic of the Strach does occasionally weaken and the Strach can then be recharged at the guild house.

Attack Skill: +5

Damage Type: Cold

Damage: 1-7 plus wielders natural damage?

Movement Rate: Not Affected?

No. Per Backpack Slot: ?

Range: Own Square +? radius

Value:      750/?gp

 

Two-Headed Strach (?)

Two-Headed Strach +5 (?)

These weapons which are a kind of viscous double headed axe, originate from the far south, from a land which is dominated by an endless frozen glacier. Only the Barbarians who make this savage wilderness their home make them. The weight of the Strach is unlike any other weapon, being very heavy at one end and light at the other end. It has two viscous blades one angled slightly while the other is straight and sheer. Although anybody can carry and own one, only a Glacier Barbarian has the skill and knowledge necessary to wield one. The complex fighting styles of the axe require special training not given to outsiders. Consequently, only a Glacier Barbarian can equip one. Magical two-headed straches add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5

Damage Type: Normal/Magical

Damage: 1-6 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:      ?/50gp

                ?/?gp

 

Tyrannus Staff (?)

A tyrannus staff is a twisted stave made from thin wooden branches wound together and tightened with spidery string. Bound at the end of the staff is a strange carving which twists and winds in and out of the wood. These staves are useless weapons except in the hands of a Tyrannus Shaman, who would seem to use them to focus their strange powers. They can only be equipped by a Tyrannus.

Attack Skill: ?

Damage Type: ?

Equippable Area: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:      ?/34gp

 

Vikbar’s Sai (?)

Description unknown.

Attack Skill: ?

Damage Type: ?

Damage: ?

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:    ?/80gp

 

Vivid Sword (?)

There are many magical devices in the world of Myriad. Some have histories and legends attached, while others are utterly mysterious, the truth behind them lost to time. These latter items are known as Ellusinata, which means 'many forms' in ancient Elvish. Ellusinata can have a range of spectacular and fascinating names, but little is known of what effects they have. This Vivid Sword is one of these Ellusinata. The only way to discover its powers is to don it, experiment with it ... learn by experience. All Ellusinata share one quality ... their magic is fleeting. At the end of each turn there is a 5% chance that the item's magic will fade away and it will crumble to dust. This could even happen on the turn you find it ... if you are very unlucky. Player’s Note: The one example of a vivid sword appeared to be similar to a normal short sword, but granted +1 to wisdom. As its description indicated, the item’s magic faded and the sword crumbled to dust in a matter of days after it was first equipped.

Attack Skill: ?

Damage Type: Normal

Damage: 1-4 plus wielder’s natural damage

Movement Rate: ?

No. Per Backpack Slot: ?

Range: ?

Value:    ?/?gp

 

War Hammer (?)

I examined the war hammer. It appears to be little different in design to a normal hammer, except that the head is a lot heavier, and the shaft thicker. At the other side of the head is a wicked spike. The war hammer is a difficult weapon to wield, its weight makes it a weapon of brute strength rather than delicate fighting technique.

Attacl Skill: ?

Damage Type: Normal

Damage: 3-5 plus wielders natural damage

Movement Rate: Not Affected

No. per Backpack Slot: 2

Range: Own Square +1 Radius

Value:      ?/?gp

 

Warhammer of Bright Ice (?)

I examined the Warhammer of Bright Ice. It appears to be little different in design to a normal Warhammer, except that the head and spike are made of radiant ice. The glow from this ice lights up the area allowing better vision. The warhammer is a difficult weapon to wield, its weight makes it a weapon of brute strength rather than delicate fighting technique, though it's enchanted nature does balance the weight rather well. Player’s Note: Dropped by an Ice Orc Warden within the Deep Freeze, a sub-level of Icehaunt Catacombs.

Attack Skill: ?

Damage Type: Cold.

Vision: +1

Damage: 3-5 plus wielders natural damage.

Movement Rate: Not Affected.

No. per Backpack Slot: 2

Range: Own Square +1 Radius

Value:      ?/?gp

 

Warlock Blade (?) (Warlock item)

The warlock blade is a magical sword that is made and used only bye the rare breed known as the elven warlock. These strange elves are mysterious and un-forthcoming, but it is believed that the blades are linked to their person in such a way that then can never be sold, traded, or otherwise disposed of. While similar to a long sword, the warlock blade is enchanted to do magical damage and will never go blunt.

Attack Skill: Normal

Damage Type: Magical

Damage: 1 -6 plus wielders natural damage

Range: Own Square +1

No. Per Backpack Slot: 3

Value:      ?/?gp

 

Wight Blade (?)

I took a look at the wight blade. The size of a short sword, or possibly a long dagger, it has both an edge and a point. The blade is black as night and heavily chipped, though the edge is still keen. Feeling cold to the touch and infused with dark, negative energies, the Wight blade causes horrendous wounds in those it strikes, causing the flesh around any wound inflicted to blacken and die. These blades have a habit of turning on those who wield them and it takes a great deal of strength and determination, as well as a sure grip, to wield one. Minimum strength, wisdom, and dexterity of 14 are needed to equip. Priests and Crusaders will not use this weapon.

Attack Skill: ?

Damage Type: ?

Damage: ?

Range: ?

No. Per Backpack Slot: 3

Value:      ?/?gp

 

Wooden Club (08)

Wooden Club +5 (109)

Wooden Club +7 (704)

Wooden Club +9 (714)

A wooden club is well…a long piece of… er ... wood! Usually the heavier more sturdy woods are used such as Oak or Yew and they are shaped into a heavy bludgeoning weapon. They are usually designed so that they are weighted heavily on one end to provide more power when swung. Clubs are one of the easiest weapons to use. Novices especially like them or those with a lot of strength but not much else. The majority of fighters seldom use them however, although they can double up as a walking stick should things turn ugly? Magical wooden clubs add their bonus to the wielder’s attack skill, but do no additional damage. They also do ‘magical’ damage instead of ‘normal’ damage.

Attack Skill: Normal/+5/+7/+9

Damage Type: Normal/Magical

Damage: 1-4 + wielder natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 3

Range: Own Square +1 radius

Value:      10/4gp

                200/120gp

                400/250gp

                600/400gp

 

Wooden Staff (28)

The Staff or quarterstaff as it is known to some, is the western equivalent of the Bo Stick. It is a long length of hard wood such as Oak, Yew or even Willow. Some are engraved, ornately carved or otherwise decorated as per their wielder's preference. This is a versatile weapon for its reach and defensive possibilities as well as its offensive uses. Monks and other martial artists have honed their skills with the staff and can whirl, swing, counter and thrust it in a blinding series of skilful movements! The staff can also be used as a balancing aid or as a safe method of probing possible trapped or dangerous areas ahead while dungeoneering.

Attack Skill: Normal

Damage Type: Normal

Damage: 1-3 + wielders natural damage

Movement Rate: Not Affected

No. Per Backpack Slot: 2

Range: Own Square +1 radius

Value:      10/4gp

 

Yew Stake (?)

A simple wooden stake, this is mostly of use against vampires. Bereny vampires are vulnerable to yew stakes....and not stakes made of other woods. The stake does not need to hit them in the heart and, usually if the stake hits the vampire it, and the vampire, will be destroyed. Tougher vampires may well survive, though. Yew is not a common wood in Bereny and the stakes are fairly rare and when they can be bought (which they generally cannot be at a trader) are fairly expensive. Priests sometimes bless yew stakes making them even more effective. Any priest can do this, using the order 'L 1260'. A yew stake can be purchased from the tree sacred to the Goddess Shanna in the Pits of Poldoon.

Attack Skill: ?

Damage Type: Special

Damage: Special

Movement Rate: ?

No. Per Backpack Slot: 3

Range: Own Square

Value:      ?/?gp