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Maces: Difference between revisions

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{{Items navigational box}}


===Mace skill===
==Mace skill==




===Maces===
===Maces===
{| class="wikitable" width="800px" style="text-align:center;"
{| class="wikitable" width="800px" style="text-align:center;"
! rowspan="3" width="60px" |[[File:Mace.gif]]
! rowspan="3" width="60px" |[[File:Mace.gif]]
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===Hammers===
===Hammers===
{| class="wikitable" width="800px" style="text-align:center;"
{| class="wikitable" width="800px" style="text-align:center;"
! rowspan="3" width="60px" |[[File:Hammer.gif]]
! rowspan="3" width="60px" |[[File:Hammer.gif]]
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===Clubs===
===Clubs===
Clubs dont need a skill for using, thus don't get any skill bonuses.
Clubs dont need a skill for using, thus don't get any skill bonuses.



Revision as of 05:26, 18 April 2019

Items

WandsPotionsBooks and ScrollsQuest ItemsGemsEnchantments

Mace skill

Maces

Name
Value Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Mace 50 gold 0 2d4 1 10 10 2
"Little more than a glorified club, this common mace is made of ordinary materials and unexceptional craftsmanship."
Name
Value Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Wicked Mace 150 gold 2 2d4 + 2 2 5 10 5 2
"Solidly designed to inflict fatal injuries, even through armor. The balance is a little top heavy, but the craftsmanship is good."
Name
Value Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Thunder Mace 300 gold 5 2d4 + 5 3 2 5 10 5
"This mace is one of thousands turned out by the Heavenly Forges before the Silence. But that was more than a thousand years ago, and not many remain."
Name
Value Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Wonder Mace 450 gold 8 2d4 + 8 4 2 5 10 5
"Only magic could make such an ungainly weapon so light and yet hit so hard."
Name
Value Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Death Mace 600 gold 11 2d4 + 11 6 2 5 10
"Constructed by the Necromancer's guild just prior to their fall during the Succession War, these unusual weapons are almost always enchanted with powerful magics."

Relic

Name
Value Type Damage ID/Repair Perk
Ares 30 000 gold Death mace 2d4 +14 20 +30 fire damage, +25 fire resistance
"A powerful war-mace, Ares burns with fires from the heart of the mountain it was made from.  The same magic that causes it to burn with a terrible fire bestows resistance to fire upon its wielder."

Hammers

Name
Value Skill Group Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Hammer 120 gold Mace 0 2d5 1 10 10 5
"A graceless and unimaginative weapon, hammers are slow, but hit very hard.  This one is of common construction and materials."
Name
Value Skill Group Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Dark Hammer 300 gold Mace 3 2d5 + 3 3 5 10 5 2
"A step up in construction quality, these hammers are commonly wielded by humanoid monsters.  Since everyone knows most monsters don't make weapons, the question 'from where are they getting them?' arises."
Name
Value Skill Group Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Holy Hammer 600 gold Mace 9 2d5 + 9 5 2 5 10
"Magically constructed, these hammers are the property of the Church of the Moon in Karigor."

Artifact

Name
Value Type Damage ID/Repair Perk
Thor 20 000 gold Holy hammer 2d5 +12 15 +20 might, Force
"The origins of Thor are lost in time, but this mighty barbarian weapon is well remembered by military historians.  The weapon has been used in battles by many owners for centuries, although its last appearance was at the battle of Shimengard in 902 A.S..  The force of a blow from this hammer is so powerful that it can knock foes several feet back away from the wielder."

Clubs

Clubs dont need a skill for using, thus don't get any skill bonuses.

Name
Value Skill Group Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Club 1 gold Club 0 1d3 0 10 5 2
"A primitive weapon usable by even the stupidest of monsters. You're not thinking of using this, are you?"
Name
Value Skill Group Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Spiked Club 40 gold Club 3 1d3 + 3 2 5 5 2 2
"An improvement over the simple club, this spiked club will inflict nastier wounds."
Name
Value Skill Group Attack Damage ID/Repair L1 L2 L3 L4 L5 L6
Killer Club 100 gold Club 5 1d3 + 5 3 5 5 5 10
"King of the club family.  If this weapon had a knob or ball on the end, it would be a mace. There is evidence of real craftsmanship in this club, but you can see no true identifying marks that would indicate who created it."