R E F E R E N C E  -  W E A P O N S



Maces

The base Recovery Time for Maces appears to be 80 time units.



Mace

A slight improvement over the common club, maces are better balanced, more durable, and deliver greater damage.

Attack: +0
Damage: 2d4

Value: 50
Treasure Level: 1 - 3
Identify/Repair Value: 1
Toughness: 6





Flail

Though evolved from the farm implement which shares its name, the flail's great reach and striking power make it a fearsome weapon.

Attack: +2
Damage: 2d4+2

Value: 150
Treasure Level: 2 - 4
Identify/Repair Value: 3
Toughness: 6





Temple Mace

The sunray corona circling the head of this well made mace serves as a devotional declaration for Temple of the Sun clerics; it also greatly increases the damage of its blows.

Attack: +5
Damage: 2d4+5

Value: 300
Treasure Level: 3 - 5
Identify/Repair Value: 6
Toughness: 6





Reverend Sceptre

As much a symbol of office as weapon, these finely crafted maces are carried by inner circle Sun Temple priests.  Its highly decorated shaft belies the effectiveness of the gilded erudine-steel head.

Attack: +7
Damage: 2d4+7

Value: 450
Treasure Level: 4 - 5
Identify/Repair Value: 9
Toughness: 6





Trollish War Mace

While most races have concentrated on developing bladed weapons, the Trolls have always been content to refine the simple bludgeon.  This brutal weapon forged as a single piece of stalt alloy is the finest example of their craft.

Attack: +11
Damage: 2d4+11

Value: 600
Treasure Level: 5 - 6
Identify/Repair Value: 12
Toughness: 6





Sledgehammer

This hammer is more a construction tool than a weapon.  Still, it could deliver a telling, if clumsy, blow.

Attack: +0
Damage: 2d5

Value: 120
Treasure Level: 1 - 3
Identify/Repair Value: 1
Toughness: 6





Field Hammer

This hammer was designed as secondary infantry arm designed to finish off armored opponents who have fallen to the ground.

Attack: +3
Damage: 2d5+3

Value: 300
Treasure Level: 2 - 4
Identify/Repair Value: 3
Toughness: 6





Warhammer

An improved version of the field hammer, this weapon is heavier, better balanced and more durable.  While it requires strength to wield, it is a terrible sight to armored and unarmored foes alike.

Attack: +6
Damage: 2d5+6

Value: 450
Treasure Level: 3 - 5
Identify/Repair Value: 5
Toughness: 6





Sun Hammer

Clerics of the Sun are prohibited from using bladed weapons.  That they carry such fine warhammers is the natural result of this restriction.  As an added measure of devotion, a reverse image of their sun symbol is embossed on the striking face.

Attack: +9
Damage: 2d5+9

Value: 650
Treasure Level: 4 - 5
Identify/Repair Value: 8
Toughness: 6





Trollish Maul

It is necessary to handle this weapon to appreciate its perfect grip and balance.  The hammer's head is carved from a single mineral crystal.  Trollish weaponsmiths spend a lifetime mastering the shaping technique to produce a head that retains incredible hardness without being shatter prone.

Attack: +12
Damage: 2d5+12

Value: 890
Treasure Level: 5 - 6
Identify/Repair Value: 12
Toughness: 6







Original graphics and text © The 3DO Company.
Treasure Level information courtesy of 3DO Community regular Sil.
Formatting and Recovery Time information © 2000 The Erathian Liberation Party