Table of Contents
Weapons
Magic Weapons
| B: d4 | X: d% | Weapon |
|---|---|---|
| 01–02 | Arrows +1 (3d10) | |
| 1 | 03–12 | Arrows +1 (B: 10, X: 2d6) |
| 13–18 | Arrows +2 (1d6) | |
| 2 | 19–27 | Axe +1 |
| 28–30 | Axe +2 | |
| 31–33 | Bow +1 | |
| 34–43 | Crossbow Bolts +1 (2d6) | |
| 44–45 | Crossbow Bolts +1 (3d10) | |
| 46–52 | Crossbow Bolts +2 (1d6) | |
| 3 | 53–55 | Dagger +1 |
| 56 | Dagger +2, +3 vs orcs, goblins, and kobolds | |
| 4 | 57–64 | Mace +1 |
| 65–67 | Mace +2 | |
| 68 | Mace +3 | |
| 69–74 | Sling +1 | |
| 75–82 | Spear +1 | |
| 83–86 | Spear +2 | |
| 87 | Spear +3 | |
| 88–94 | War Hammer +1 | |
| 95–99 | War Hammer +2 | |
| 00 | War Hammer +3, Dwarven Thrower |
B: Beginner characters (levels 1–3)
X: Expert characters (level 4+)
Ammunition: Quantity of arrows/bolts listed in parentheses.
Usage
Per normal race / class restrictions.
Enchanted Weapons
Bonus: Enchanted Weapons specify a bonus that is applied to both attack rolls and damage rolls made with the weapon.
Bonus vs creature type: Some Weapons have a special bonus when used against a certain type of creature.
Cursed Weapons
Penalty: Cursed Weapons specify a penalty that is applied to both attack rolls and damage rolls made with the weapon.
Discarding: Once the weapon has been used in combat, the character comes under the curse and is not able to discard the item. In fact, they will favour the weapon and use it whenever possible. The curse can only be removed with magic.
War Hammer +3, Dwarven Thrower
A Dwarf may throw this war hammer as a missile weapon.
Range: 60′.
After being thrown: It returns to its wielder’s hands.
