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Weapons

From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes. All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target’s AC, the hit becomes a critical hit, dealing additional damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons

Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Melee and Ranged Weapons

Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

<HTML><I><FONT COLOR=“#FFC671”>Reach Weapons</FONT></I></HTML> Glaives, guisarmes, lances, longspears, ranseurs, and any other weapon with the reach property are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. Weapons that belong to the flails weapon group that have reach can attack any creature within its reach, even if it is in an adjacent square or otherwise too close to attack with a normal reach weapon.

<HTML><I><FONT COLOR=“#FFC671”>Double Weapons</FONT></I></HTML> Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and weapons with the double property are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon (PH 160). The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

<HTML><I><FONT COLOR=“#FFC671”>Thrown Weapons</FONT></I></HTML> Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to attack rolls and damage dealt by heavy thrown weapons, and applies his Dexterity modifier to attack rolls and damage dealt with light thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on the weapons table), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

<HTML><I><FONT COLOR=“#FFC671”>Projectile Weapons</FONT></I></HTML> Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, halfling slingstaves, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character adds his Dexterity bonus on damage rolls with a projectile weapon unless it has the mighty property, in which case the character can choose to use his Strength modifier for damage rolls instead.

<HTML><I><FONT COLOR=“#FFC671”>Ammunition</FONT></I></HTML> Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows),bullets (for guns), darts (for blowguns), or sling bullets (for slings and halfling slingstaves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Weapon Qualities), and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

<HTML><I><FONT COLOR=“#FFC671”>Light</FONT></I></HTML> A light weapon is used in one hand. It is easier to use in one’s off hand than a one-handed weapon is, and can be used while grappling. Add the wielder’s Strength modifier to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. An unarmed strike is always considered a light weapon.

<HTML><I><FONT COLOR=“#FFC671”>One-Handed</FONT></I></HTML> A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.

<HTML><I><FONT COLOR=“#FFC671”>Two-Handed</FONT></I></HTML> Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

<HTML><I><FONT COLOR=“#FFC671”>Inappropriately Sized Weapons</FONT></I></HTML> A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Properties

Weapons found on the tables below will contain the following information.

<php>echo “<b>Weapon:</b>”;</php> The weapon’s name.

<php>echo “<b>Cost:</b>”;</php> This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

<php>echo “<b>Damage:</b>”;</php> These columns give the damage dealt by the weapon on a successful hit. The damage listed is for Medium weapons. If two damage ranges are given, then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.

<php>echo “<b>Critical:</b>”;</php> The weapon’s critical threat range and critical damage multiplier. If no threat range is listed, then the default critical threat range of 20 is used.

<php>echo “<b>Range:</b>”;</php> Weapons that can be thrown or have ammunition that can be fired have a range. The distance listed represents the weapon’s range increment. A ranged weapon can be used up to its range increment with no penalty. Every range increment beyond the first imposes a cumulative -2 penalty to the attack roll. A thrown weapon has a maximum range of five range increments, and a projectile weapon can shoot up to 10 range increments. An entry of “-“ indicates that the weapon cannot be used at range.

<php>echo “<b>Weight:</b>”;</php> This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon’s description for details.

<php>echo “<b>Group:</b>”;</php> The weapon group in which the weapon belongs to. Some weapons belong to more than one weapon group.

<php>echo “<b>Type:</b>”;</php> Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special Properties

Certain weapons have unique properties attached to them. These properties are described below.

  • <php>echo “<i>Brace:</i>”;</php> If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character.
  • <php>echo “<i>Brutal:</i>”;</php> A brutal weapon’s minimum damage is higher than that of a normal weapon. When rolling the weapon’s damage, you may reroll any 1’s until they come up as any number greater than 1, using the new value.
  • <php>echo “<i>Conceal:</i>”;</php> A weapon with the conceal property grants its owner a +2 bonus on Thievery checks made to conceal a weapon on your body.
  • <php>echo “<i>Defensive:</i>”;</php> A defensive weapon grants you a +1 shield bonus to AC while you are wielding it.
  • <php>echo “<i>Disarm:</i>”;</php> When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
  • <php>echo “<i>Double:</i>”;</php> Wielding a double weapon is like wielding a weapon in each hand. Each end of a double weapon is treated as a light weapon for the purposes of fighting with two weapons. Enhancement bonuses and magical properties are applied to each end separately.
  • <php>echo “<i>Double Barrel:</i>”;</php> Guns with the double barrel property can have two shots of ammunition loaded at once, although each shot must be loaded separately.
  • <php>echo “<i>Finesse:</i>”;</php> A character who wields a finesse weapon can use the Weapon Finesse feat to apply their Dexterity modifier instead of their Strength modifier to attack rolls, even if it isn’t a light weapon.
  • <php>echo “<i>Heavy Thrown:</i>”;</php> A character using a heavy thrown weapon uses his Strength modifier to add to attack and damage rolls when throwing the weapon.
  • <php>echo “<i>Light Thrown:</i>”;</php> A character using a light thrown weapon uses his Dexterity modifier to add to attack and damage rolls when throwing the weapon.
  • <php>echo “<i>Load:</i>”;</php> Ranged weapons that loose projectiles, such as bows and guns, take some time to load. Weapons with “load free” are loaded as a free action, weapons with “load move” must be loaded as a move action, and weapons with “load standard” must be loaded as a standard action.
  • <php>echo “<i>Mighty:</i>”;</php> Ranged weapons with this property allow the wielder to use his Strength modifier instead of his Dexterity modifier to add to weapon damage rolls.
  • <php>echo “<i>Nonlethal:</i>”;</php> These weapons deal nonlethal damage.
  • <php>echo “<i>Reach:</i>”;</php> Weapons with reach can be used to attack foes 10 ft. away, but cannot be used to attack adjacent foes.
  • <php>echo “<i>Returning:</i>”;</php> Thrown weapons with the returning property return back to the thrower’s hand at the end of his turn.
  • <php>echo “<i>Trip:</i>”;</php> You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
  • <php>echo “<i>Versatile:</i>”;</php> Exotic one-handed melee weapons with the versatile property can be treated as martial weapons when wielded in two hands.

Simple Weapons

Weapon Cost Damage Critical Range Weight Group Type Properties
<php>echo “<i>Unarmed Attacks</i>”;</php>
Cestus1 gp1d3x2-1 lb.Martial ArtsBNonlethal
Gauntlet1 gp1d3x2-1 lb.Close-QuartersB-
Unarmed Strike-1d3x2--Close-Quarters, Martial ArtsBNonlethal
<php>echo “<i>Light Melee Weapons</i>”;</php>
Dagger2 gp1d419-20/x210 ft.1 lb.Light Blades, ThrownPConceal, Light Thrown
Gauntlet, Spiked5 gp1d4x2-1 lb.Close-QuartersB and P-
Mace, Light5 gp1d6x2-4 lbs.MacesB-
Sickle6 gp1d6x2-6 lbs.Light BladesSTrip
<php>echo “<i>One-Handed Melee Weapons</i>”;</php>
Club-1d6x210 ft.3 lbs.MacesBHeavy Thrown
Mace, Heavy12 gp1d8x2-8 lbs.MacesB-
Morningstar8 gp1d8x2-6 lbs.MacesB and P-
Shortspear1 gp1d6x220 ft.3 lbs.SpearsPHeavy Thrown
<php>echo “<i>Two-Handed Melee Weapons</i>”;</php>
Greatclub2 gp1d10x2-10 lbs.MacesB-
Longspear5 gp1d8x3-9 lbs.SpearsPBrace, Reach
Quarterstaff-1d6/1d6x2-4 lbs.Martial ArtsBDefensive, Double
Spear2 gp1d8x320 ft.6 lbs.SpearsPBrace, Heavy Thrown
<php>echo “<i>Ranged Weapons</i>”;</php>
Blowgun2 gp1d2x220 ft.1 lb.GunsPLoad Free
Crossbow, Hand100 gp1d419-20/x230 ft.2 lbs.CrossbowsPLoad Move
Crossbow, Heavy50 gp1d1019-20/x2120 ft.8 lbs.CrossbowsPLoad Standard
Crossbow, Light35 gp1d819-20/x280 ft.4 lbs.CrossbowsPLoad Move
Dart5 sp1d4x220 ft.1/2 lb.ThrownPConceal, Light Thrown
Javelin1 gp1d6x230 ft.2 lbs.Spears, ThrownPHeavy Thrown
Sling1 sp1d4x250 ft.-ThrownBLight Thrown, Load Free

Martial Weapons

Weapon Cost Damage Critical Range Weight Group Type Properties
<php>echo “<i>Light Melee Weapons</i>”;</php>
Axe, Throwing8 gp1d6x220 ft.2 lbs.Axes, ThrownSHeavy Thrown
Claw5 gp1d419-20/x2-1 lb.Light Blades, Martial ArtsSDisarm
Hammer, Throwing8 gp1d6x220 ft.2 lbs.Maces, ThrownBHeavy Thrown
Handaxe6 gp1d6x3-3 lbs.AxesS-
Katar2 gp1d6x3-1 lb.Light BladesP-
Kukri8 gp1d418-20/x2-2 lbs.Light BladesS-
Pick, Light4 gp1d4x4-3 lbs.AxesP-
Sap1 gp1d6x2-2 lbs.Close-QuartersBNonlethal
Shield, Lightspec.1d3x2-spec.ShieldsB-
Shortsword10 gp1d619-20/x2-2 lbs.Light BladesP-
Spiked Armorspec.1d6x2-spec.Close-QuartersP-
Spiked Shield, Lightspec.1d4x2-spec.ShieldsB and P-
Stiletto6 gp1d419-20/x3-1 lb.Light BladesPConceal
Starknife24 gp1d4x320 ft.3 lbs.Light Blades, ThrownPHeavy Thrown
Straightblade8 gp1d619-20/x2-3 lbs.Light BladesS-
<php>echo “<i>One-Handed Melee Weapons</i>”;</php>
Battleaxe10 gp1d8x3-6 lbs.AxesS-
Broadsword10 gp1d10x2-5 lbs.Heavy BladesS-
Flail8 gp1d8x2-5 lbs.FlailsBDisarm, Trip
Khopesh20 gp1d819-20/x2-8 lbs.Axes, Heavy BladesS-
Longsword15 gp1d819-20/x2-4 lbs.Heavy BladesS-
Pick, Heavy8 gp1d6x4-6 lbs.AxesP-
Rapier20 gp1d618-20/x2-2 lbs.Light BladesPFinesse
Scimitar15 gp1d618-20/x2-4 lbs.Heavy BladesS-
Shield, Heavyspec.1d4x2-spec.ShieldsB-
Spiked Shield, Heavyspec.1d6x2-spec.ShieldsB and P-
Trident15 gp1d8x210 ft.4 lbs.Spears, ThrownPBrace, Heavy Thrown
Warhammer12 gp1d8x3-5 lbs.MacesB-
Warmace15 gp1d10x2-10 lbs.MacesB-
<php>echo “<i>Two-Handed Melee Weapons</i>”;</php>
Falchion75 gp1d818-20/x2-8 lbs.Heavy BladesS-
Flail, Heavy15 gp1d10x2-10 lbs.FlailsBDisarm, Trip
Glaive8 gp1d10x3-10 lbs.PolearmsSReach
Greataxe20 gp1d12x3-12 lbs.AxesS-
Greathammer20 gp1d12x3-20 lbs.MacesB-
Greatsword50 gp2d619-20/x2-8 lbs.Heavy BladesS-
Guisarme9 gp1d8x3-12 lbs.PolearmsS
Halberd10 gp1d10x3-12 lbs.PolearmsP or SBrace, Trip
Lance10 gp1d8x3-10 lbs.SpearsPReach
Poleaxe10 gp1d10x3-14 lbs.Axes, PolearmsSReach
Ranseur10 gp2d4x3-12 lbs.PolearmsPDisarm, Reach
Scythe18 gp1d10x4-10 lbs.Heavy BladesSTrip
Zweihander35 gp1d12x3-12 lbs.Heavy BladesS-
<php>echo “<i>Ranged Weapons</i>”;</php>
Longbow75 gp1d8x3100 ft.3 lbs.BowsP-
Longbow, Composite100 gp1d8x3110 ft.3 lbs.BowsPMighty
Shortbow30 gp1d6x360 ft.2 lbs.BowsP-
Shortbow, Composite75 gp1d6x370 ft.2 lbs.BowsPMighty

Exotic Weapons

Weapon Cost Damage Critical Range Weight Group Type Properties
<php>echo “<i>Light Melee Weapons</i>”;</php>
Buckler-Axe, Dwarven20 gp1d6x3-4 lbs.Axes, ShieldsS-
Kama2 gp1d6x2-2 lbs.Martial ArtsS
Lightblade, Elven50 gp1d618-20/x2-1 lb.Light BladesP-
Nunchaku2 gp1d6x2-2 lbs.Flails, Martial ArtsBDisarm
Sai1 gp1d4x2-1 lb.Martial ArtsBDefensive, Disarm
Siangham3 gp1d6x3-1 lb.Martial ArtsP-
Wakizashi100 gp1d618-20/x2-3 lbs.Light BladesS-
<php>echo “<i>One-Handed Melee Weapons</i>”;</php>
Katana200 gp1d1018-20/x2-6 lbs.Heavy BladesS-
Maul15 gp1d10x3-15 lbs.MacesBVersatile
Scourge20 gp2d4x2-2 lbs.FlailsSBrutal, Disarm
Shamshir, Elven100 gp1d818-20/x2-4 lbs.Heavy BladesSFinesse
Sword, Bastard50 gp1d1019-20/x2-6 lbs.Heavy BladesSVersatile
Thinblade, Elven100 gp1d818-20/x2-3 lbs.Light BladesPFinesse
Waraxe, Dwarven30 gp1d10x3-8 lbs.AxesSVersatile
Warpick, Gnome30 gp1d8x4-12 lbs.AxesP-
Whip1 gp1d6x2-2 lbs.FlailsSDisarm, Finesse, Nonlethal, Reach, Trip
<php>echo “<i>Two-Handed Melee Weapons</i>”;</php>
Chain, Spiked25 gp2d4x2-10 lbs.FlailsPDisarm, Finesse, Reach, Trip
Chain Hammer, Orc30 gp1d12x220 ft.15 lbs.FlailsBHeavy Thrown, Reach, Trip
Crescent Blade, Elven80 gp1d1018-20/x2-7 lbs.Heavy BladesSFinesse
Double Axe, Orc60 gp1d8/1d8x3-15 lbs.AxesSDefensive, Double
Flail, Dire90 gp1d8/1d8x2-10 lbs.FlailsBDisarm, Double, Trip
Fullblade100 gp2d619-20/x2-25 lbs.Heavy BladesSDefensive
Greatspear25 gp2d6x3-9 lbs.Polearms, SpearsPBrace, Reach
Mordenkrad50 gp2d6x3-20 lbs.MacesBBrutal
Nodachi100 gp1d1219-20/x2-8 lbs.Heavy BladesSBrutal
Staff, Three-Section4 gp1d8x2-8 lbs.Flails, Martial ArtsBDefensive, Disarm
Swallowtail100 gp1d6/1d618-20/x2-8 lbs.Light BladesSDouble, Finesse
Sword, Executioner's75 gp1d1219-20/x3-14 lbs.Heavy BladesS-
Sword, Two-Bladed100 gp1d8/1d819-20/x2-10 lbs.Heavy BladesSDefensive, Double
Urgrosh, Dwarven50 gp1d8/1d6x3-12 lbs.Axes, SpearsP or SBrace, Defensive, Double
Warclub, Yeti30 gp1d12x3-25 lbs.MacesBBrutal
<php>echo “<i>Ranged Weapons</i>”;</php>
Autobow, Gnome400 gp1d819-20/x280 ft.4 lbs.CrossbowsPLoad Free
Bolas5 gp1d4x210 ft.2 lb.ThrownBHeavy Thrown, Nonlethal, Trip
Bluntbuster250 gp1d819-20/x350 ft.2 lbs.GunsPLoad Standard
Bluntbuster, Double300 gp1d819-20/x340 ft.4 lbs.GunsPDouble Barrel, Load Standard
Chakram15 gp1d4x330 ft.2 lbs.ThrownSLight Thrown, Returning
Crossbow, Repeating250 gp1d819-20/x280 ft.6 lbs.CrossbowsPLoad Move
Gun, Dragon500 gp2d6x430 ft.10 lb.GunsPDouble Barrel, Load Standard
Net20 gp--10 ft.6 lbs.Thrown--
Recurve Bow, Elven150 gp1d10x3120 ft.3 lbs.BowsPBrutal
Rifle, Long500 gp1d1219-20/x3100 ft.8 lb.GunsPLoad Standard
Shuriken (5)1 gp1d4x210 ft.½ lb.Martial Arts, ThrownPLight Thrown
Slingstaff, Halfling20 gp1d8x280 ft.3 lbs.ThrownBLight Thrown, Load Free
Throwstick, Halfling10 gp1d6x230 ft.1 lb.ThrownBLight Thrown, Returning

Ammunition

Ammunition Quantity Cost Weight
Arrows, Bow201 gp3 lbs.
Bolts, Crossbow101 gp1 lb.
Bullets, Gun201 gp1 lb.
Bullets, Sling101 sp5 lbs.
Dart, Blowgun105 sp-
Magazine, Repeating Crossbow51 gp1 lb.

Weapon Qualities

Weapons can possess special qualities that enhance or alter the abilities of the weapon. Unless specified otherwise, a weapon can only have one quality. The available weapon qualities and their associated information are listed below.

Balanced: A weapon with the balanced quality grants its wielder a +1 crafted bonus on attack rolls. Only melee weapons can have the balanced quality.

Balanced weapons cost an additional 600 gold on top of their normal price.

Masterwork: A weapon with the masterwork quality has its magic capacity for enhancement bonus and special properties both increased by +1.

Masterwork weapons cost an additional 300 gold, and masterwork ammunition costs an additional 6 gold each.

Serrated: A weapon with the serrated quality has a saw-toothed edge, allowing it to rend flesh easier. Any bleed effect inflicted by a serrated weapon is increased by 1 point. Only piercing and slashing weapons can have the serrated quality.

Serrated weapons cost an additional 100 gold on top of their normal price, and serrated ammunition costs an additional 2 gold each.

Silvered: A weapon with the silvered quality is coated with an alchemical silver sheen, allowing it to be treated as silver for the purposes of overcoming damage reduction. Only melee weapons, thrown weapons and ammunition can have the silvered quality.

Silvered weapons cost an additional 100 gold, and silvered ammunition costs an additional 2 gold each.


weapons.txt · Last modified: 2017/03/10 03:10 by kyeenadmin