name handed damage accur delay% aum attr value SHORT BLADES knife 1 2 +0 110 1 dex 10 dagger 1 3 +6 110 2 dex 20 short sword 1 6 +5 120 10 dex 32 sabre 1 7 +4 120 11 dex 40 LONG SWORDS falchion 1 8 +2 130 13 dex 30 long sword 1 10 +3 140 16 dex 45 scimitar 1 11 +1 140 17 dex 45 demon blade 1 13 +2 150 20 dex 300 great sword 2 16 -1 170 25 - 60 MACES & FLAILS whip 1 3 +1 140 3 dex 25 club 1 5 +4 120 5 str 10 hammer 1 7 +2 130 13 str 30 mace 1 8 +3 140 14 str 30 flail 1 9 +2 150 15 str 35 ancus 1 9 +1 140 16 str 40 morning star 1 10 +2 150 15 str 40 spiked flail 1 12 +1 160 17 str 50 great mace 2 16 -3 180 26 str 65 great flail 2 17 -4 190 30 str 75 gi club 2 15 -5 160 75 str 17 gi spiked club 2 18 -6 170 85 str 19 STAVES quarterstaff 2 7 +6 120 13 - 32 POLE-ARMS spear 1/2* 5 +3 130 5 dex 32 trident 1/2 9 -2 170 16 dex 42 halberd 2 13 -3 190 20 - 52 glaive 2 15 -3 180 20 - 55 scythe 2 14 -4 220 23 - 30 AXES hand axe 1 7 +2 130 11 str 28 war axe 1/2 11 +0 160 15 str 40 broad axe 1/2 14 +1 170 18 str 60 battleaxe 2 17 -2 180 20 str 65 LAUNCHERS (when hitting with them) sling ? 1 -1 110 1 ? 15 bow ? 2 -3 110 10 ? 31 blowgun ? 1 0 100 5 ? 25 hand crossbow ? 1 -1 150 7 ? 51 crossbow ? 2 -1 150 25 ? 41 new: evening star 12 2 150 15 65 quick blade 5 6 70 10 250 katana 13 4 130 16 300 executioner's axe 20 -4 200 32 100 double sword 15 3 160 22 200 triple sword 19 -1 190 30 300 demon trident ? 15 -2 170 16 250 demon whip 3 1 140 3 230 * weapons that can be used one- or two-handed are more effective when used 2handed. (RANDOM) MAGIC INDICATORS runed glowing (all other indicators betray a randart) WEAPON SPECIALS (with cost multiplier) of chopping (axes) - extra damage of crushing (blunt weapons) - extra damage of disruption - blessed by Zin; up to 4x damage vs undead (x5.0) of distortion - warps and distorts space around it (-> to abbys) (x3.0) of draining - drains life (x6.4) of electrocution - occasional shocking discharge (x3.0) of flaming - extra fire damage; up to 2x if vulnerable (x2.5) of freezing - freeze, extra cold damage; up to 2x if vulnerable (x2.5) of holy wrath - extra damage to creatures of Hell or Pandemonium (x5.0) of orc slaying - esp. effective vs. all orcs (x2.1) of pain - extra dam on living if skilled in necromancy (x3.0) of protection - AC+5 (x2.0) or reaching (polearms) - evoke to extend it's reach (x5.0) of slicing (slicing weapons) - extra damage of speed - attack twice in stead of once (x4.0) of venom (non-blunt) - poisons (x2.3) vampiric - heals slightly when strikes living foe (x6.0) vorpal (x3.0) of flame (x5.0) of frost (x5.0) racial: elven (x1.2), dwarven (x1.2), orcish (x0.8) plusses: value = (value + 2*plusses) * (10 + 3*plusses) / 10 MAGIC STAVES (staff functions also as quarterstaff. rods weigh 7.0 aum) rod of summoning - cast summons without fail or food: abjuration, recall, summon elemental, summon swarm staff of cold - increases ice spells; protection vs. cold; freeze those struck staff of wizardry - increases magical proficiency (spellcraft?) staff of conjuration - increases power of conjuration spells staff of earth - increases power of earth spells; can crush those struck staff of enchantment - increases power of enchantment spells LAUNCHERS sling slings 1 blowgun darts 5 bow bows 10 crossbow crossbows 7 LAUNCHER SPECIALS of frost - projectiles become bolts of frost of flame - projectiles become bolts of fire of protection - AC+5 MISSILES name skill dam hit weight gold dart darts 2 4 0.5 1 stone sling 2 4 0.5 1 arrow bow 2 6 1 2 needle blowgun 0 1 0.1 2 bolt xbow 2 8 1.2 2 large rock (giant) 20 10 100 1 MISSILE SPECIALS of flame - turns into bolt of fire (if fired from appropriate launcher)