Actions

Maces

From MM6 Wiki

Items

WandsPotionsBooks and ScrollsQuest ItemsGemsEnchantments

Maces   

Damage
ID/Repair
Value

Mace

2d4
1
50 gold
Little more than a glorified club, this common mace is made of ordinary materials and unexceptional craftsmanship.

Wicked Mace

2d4 + 2
2
150 gold
Solidly designed to inflict fatal injuries, even through armor. The balance is a little top heavy, but the craftsmanship is good.

Thunder Mace

2d4 + 5
3
300 gold
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.

Wonder Mace

2d4 + 8
4
450 gold
Only magic could make such an ungainly weapon so light and yet hit so hard.

Death Mace

2d4 + 11
6
600 gold
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

Ares

2d4 +14
20
30 000 gold
+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   

Damage
ID/Repair
Value

Hammer

2d5
1
120 gold
A graceless and unimaginative weapon, hammers are slow, but hit very hard. This one is of common construction and materials.

Dark Hammer

2d5 + 3
3
300 gold
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.

Holy Hammer

2d5 + 9
5
600 gold
Magically constructed, these hammers are the property of the Church of the Moon in Karigor.

Artifact

Thor

2d5 +12
15
20 000 gold
+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   

Damage
ID/Repair
Value

Club

1d3
0
1 gold
A primitive weapon usable by even the stupidest of monsters. You're not thinking of using this, are you?

Spiked Club

1d3 + 3
2
40 gold
An improvement over the simple club, this spiked club will inflict nastier wounds.

Killer Club

1d3 + 5
3
100 gold
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.

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