Value: ?/?gp
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
Description unknown.
Attack Skill: ?
Damage Type: Magical
Damage: ?
Movement Rate: ?
No. Per Backpack Slot: ?
Range: ?
Value: ?/?gp
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
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
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
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
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
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 (?)
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 +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
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
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
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 + 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
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: 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: ?
Movement Rate: ?
No. Per Backpack Slot: 3
Range: ?
Value: ?/?gp
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
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.
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
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 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
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 +5 (?)
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