"Little more than a glorified club,this common mace is made of ordinary materialsand unexceptional craftsmanship."
Name
Value
Attack
Damage
ID/Repair
L1
L2
L3
L4
L5
L6
Wicked Mace
150
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
5
2d4 + 5
3
2
5
10
5
"This mace is one of thousands turned out bythe 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
8
2d4 + 8
4
2
5
10
5
"Only magic could make such an ungainlyweapon so light and yet hit so hard."
Name
Value
Attack
Damage
ID/Repair
L1
L2
L3
L4
L5
L6
Death Mace
600
11
2d4 + 11
6
2
5
10
"Constructed by the Necromancer's guild just prior to their fall duringthe Succession War, these unusual weapons arealmost always enchanted with powerful magics."
Hammers
Name
Value
Skill Group
Attack
Damage
ID/Repair
L1
L2
L3
L4
L5
L6
Hammer
120
Mace
0
2d5
1
10
10
5
"A graceless and unimaginative weapon, hammers are slow,but hit very hard. This one is of commonconstruction and materials."
Name
Value
Skill Group
Attack
Damage
ID/Repair
L1
L2
L3
L4
L5
L6
Dark Hammer
300
Mace
3
2d5 + 3
3
5
10
5
2
"A step up in construction quality, these hammers are commonlywielded by humanoid monsters. Since everyone knows mostmonsters 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
Mace
9
2d5 + 9
5
2
5
10
"Magically constructed, these hammers are the propertyof the Church of the Moon in Karigor."
Clubs
Name
Value
Skill Group
Attack
Damage
ID/Repair
L1
L2
L3
L4
L5
L6
Club
1
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
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
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."
Name
Value
Type
Damage
ID/Repair
Perk
Thor
20 000
Holy hammer
2d5 +12
15
+20 might, Force
"The origins of Thor are lost in time, but this mighty barbarian weapon is well rememberedby 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 ofa blow from this hammer is so powerful that it can knock foes several feet back away from the wielder."
Relic
Name
Value
Type
Damage
ID/Repair
Perk
Ares
30 000
Death mace
2d4 +14
20
+30 fire damage, +25 fire resistance
"A powerful war-mace, Ares burns with fires from the heart of the mountainit was made from. The same magic that causes it to burn with a terrible firebestows resistance to fire upon its wielder."