Bladed Weapons
Bladed Weapons


Weapon restrictions are not assumed. If the weapon has no restriction, then that means anyone can use it. Examples of common restrictions:
Can only be used by Heavy Fighters.
Cannot be used by Non-proficiency characters.

Claws

Polar Claws
This set of finely crafted claws is made of Ever-Frozen Ice, and gives you the attack strength of 3 combat die. These claws are designed for close-combat hand-to-hand fighting, and allow you to attack any two adjacent characters in one turn. When used by a rogue (Bard, Assassin, Thief), you may roll 4 attack die. In addition, on a roll of at least 3 skulls, the claws do an additional 2 Body Points of frost damage, undefendable.
May not be used by a Clergyman or a Non-proficiency character.


Claws of the Tarasque

This set of blades is made from the claws of a Tarasque, and gives you the attack strength of 3 combat die; in addition, you may use the claws to attack any 2 adjacent characters in one turn. These blades may only be used by a rogue (Bard, Assassin, Thief). If you attack any creature and successfully take off at least 1 Body Point, the poison weakens them and they lose one die in both Attack and Defense until they drink a Pure Potion.
May not be used by a Clergyman or a Non-proficiency character.

Daggers, Kris's, & ShortSwords

Fire Kris
This magical dagger gives you the attack strength of 1 combat die. This kris also has the ability to redirect fire spells and attacks. With directional fire attacks (ex. "Ball of Flame", Dragon flame, etc.) , you may redirect the fire by rolling a white shield on 1 Combat Die. If successful, you may redirect the attack to any monster in the room (the initial spellcaster or attacker excluded), or to an empty wall. With non-directional attack (ex. "FireStorm"), you are automatically protected from 2 Body Points of Damage.
A Kris will recognize only one master, and may not be passed to another Hero. The only time another Hero may touch the Kris is after the character possessing the blade dies.
May be used twice per game.

BloodThirst Kris

This magical dagger gives you the attack strength of 1 combat die. However, every time you successfully make a kill with this Kris, its combat strength goes up by 2 dice. Once the Kris reaches 7 Combat Dice, it starts to attack its master's mind. At a combat strength of 7, it attacks with one Combat Die, and every time its combat strength increases by two, its mental attack increases by one. The owner defends by rolling one Combat Die per each remaining Mind Point. If at any time the Hero's Mind Points are reduced to Zero, they become a mindless servant of Zargon and will start killing under Zargon's control.
The Kris is reset at the start of each game.
A Kris will recognize only one master, and may not be passed to another Hero. The only time another Hero may touch the Kris is after the character possessing the blade dies.


Flying Kris
This magical dagger Always inflicts 1 Body Point of damage, and the victim cannot defend. The Kris will, of its own will, attack the strongest monster in the room, regardless of whether or not the Hero can "see" the monster. The Kris will attack 5 times per game. This Kris is ill tempered, however, and if not treated with respect, will fly from its sheath and attack by itself, Hero or Monster, at its discretion, however, it will never attack its master.
A Kris will recognize only one master, and may not be passed to another Hero. The only time another Hero may touch the Kris is after the character possessing the blade dies.

Dagger of Spells
This magical long dagger is made of bronze, and gives you the attack strength of 2 combat die. If used by a spellcaster, it simultaneously draws off the owner's power, upping it to 3 Combat Die, and feeds into the owner's power, upping their manna by 12 points. In addition, on a roll of 3 skulls, the dagger releases a bolt of lightening that does 2 Body Points of damage, undefendable. This sword is also sentient, and will often state its mind quite bluntly, much to the dismay of the owner.

Sting
When using this magic dagger, you roll 2 Combat dice to attack. When in the hands of a Gnome, you may roll 3. At any time, if the combat roll is at least 2 skulls, the blade releases a bolt of electricity which does 2 Body Points of Damage. Also, if attacking with this weapon, and you do at least one Body Point of non-electrical damage, roll 1D10. On a roll of 8 or 9, the character is banished and removed from play. This weapon also glows, and will light up a radius of 4 spaces.

Haymadriel
This magical shortsword is made of mithril, and may be used by anyone. When using it, you roll 2 combat dice to attack, or 3 combat dice if you are attacking orcs or orc-kin.

Silver Sabre
This magical shortsword is made of a silver/mithril alloy, and may be used by anyone. When using it, you roll 3 combat dice to attack.

Ice Brand Shortsword
This shortsword gives you the attack strength of 2 combat die. Additionally, one a roll of +2 skulls, the shortsword releases a burst of icicles, which do an additional 1D4 Body Points of damage.
May not be used by Non-Proficiency characters.

Sword of Light
This enchanted silver shortsword gives you the attack strength of 2 combat die. Also, due to its enchantment, it glows with a blue light which is slightly brighter than a torch, lighting up a radius of 3 spaces.
May not be used by Non-Proficiency characters.

BroadSwords & LongSwords

Fire Giant Dagger
This HUGE dagger is made of a rare alloy, and once belonged to a Fire Giant. This weapon gives you the combat strength of 3 combat die. In addition, if you roll at least 2 skulls, the blade releases a fireball which does 2 Body Points of damage. Victims defend by rolling 2D6, and for each 6 rolled, the damage is reduced by 1 Body Point.
May not be used by Non-proficiency Characters.

Banisher
This magical broadsword is made of sliver, and glows with a dull white light. When using this sword, you roll 3 combat die to attack. If attacking Undead, and you make at least ONE successful hit, the damage is increased by 1D6.
May not be used by Non-proficiency Characters.

Singing Sword
This magical broadsword gives you the attack strength of 3 combat die. In addition, the bard may "teach" the sword one song which it may sing once per game. The song cannot be more than 12 Manna Points.
May not be used by Non-proficiency characters.

MageBane
This wicked broadsword is made of a strange obsidian-like metal. When using it, you roll 3 combat die to attack. When attacking a spellcaster with MageBane, they lose one spell, drawn at random, or 3 Manna Points per Body Point of damage.
May not be used by a spellcaster or a non-proficiency character.

Copycat Blade*(see DM note)
This magical quillon has an enchantment that allows it to make a blade of virtually *ANY* substance (gold, wood, bone, fire, Sacred Water, etc.) by simply touching the quillon to the substance and saying the command word (TOROK) carved into the hilt. Blade combat strength depends on what the blade is made of.
If blade is ever broken it loses its power. Cannot be used by a non-proficiency character.
DM note: When the characters first receive this weapon, give them a card which says the following:

Mysterious "Broken" Sword
This mysterious pommel has no blade, but it has the word "TOROK" carved into its quillon. To the wizard's trained eye, it throbs will a dull magic.
Don't give them the actual description until they figure out how to use it... part of the fun is letting them figure out how it works!!

Blade of Leaping Copper
This broadsword is made of a shiny copper alloy that never seems to tarnish. When attacking with this weapon, you roll 3 combat dice. This blade also has a magical speed quality to it which allows you to attack the same target twice in one round.
May not be used by Non-proficiency Characters.

Blade of Leaping Silver
This blade is enchanted with magical speed. When using this longsword, you roll 4 combat dice to attack, both adjacent and diagonal. Due to its magical speed, it also allows you to attack the same target twice in the same round.
May not be used by Non-proficiency Characters.

Blade of Leaping Gold
This blade is enchanted with magical speed. When using this longsword, you roll 4 combat dice to attack, both adjacent and diagonal. Due to its magical speed, it also allows you to attack the same target three times in the same round.
May not be used by Non-proficiency Characters.

Slash
This finely crafted Deltonian longsword gives you the attack strength of 4 combat die. In addition, at a cost of 1 Mind Point par charge, the sword may be "activated". When activated, the sword goes up to 6 combat die, and extends a beam which will allow you to attack Any &/or ALL characters you choose within a 2 space raduis.
May not be used by Non-proficiency Characters.

Anguriel
This longsword gives you the attack strength of 3 Combat Die, both adjacent and diagonal. Additionally, on a roll of at least 3 skulls, the sword releases a bolt of electricity, which does 2 Body Points of damage.
May not be used by Non-proficiency Characters.

Orion
This longsword is ethereal in nature, and its creation is shrouded in mystery. Orion gives you the attack strength of 3 Combat Die, both adjacent and diagonal. Orion is also a sentient blade, and will talk to you via telepathy. The sword is very ancient and very wise. Orion glows with a bright yellow light which will illuminate a radius of 3 spaces. Orion will also allow you to perform a ShadowStrike 3 times per game, so that you may teleport to any space you can "see", attack, and return (max. dist. 15 spaces).
May not be used by Non-proficiency Characters.

DragonSword
This magical longsword glows with a dull pink light. When using it, roll 3 combat dice to attack. If attacking a reptile, you may roll 4 combat dice to attack, and if fighting dragon-kin, you may attack the same target twice in the same turn.
May not be used by Non-proficiency Characters.

Vorpal Sword
When using this glowing longsword, you roll 3 combat dice to attack. Also, each time you attack, you roll 1D12. On a roll of 9 or higher, the blade goes out of phase and the damage done is undefendable.
This blade always goes out of phase when fighting dragon-kin, especially Jabberwocks!!
May not be used by Non-proficiency Characters.


Blade of Vengance
This silver sword is as scarred as it is ancient, yet it still retains a razor sharp edge. When attacking with this longsword, you roll 4 combat dice to attack, both adjacent and diagonal. For every consecutive round that the sword is used in combat, it goes up by one combat die. Once combat is completed, it returns to 4 dice. This sword also has a bad attitude, and will only allow a warrior to wield it.
May only be used by Heavy Fighters

Sacred Artifact:
Durindana

This longsword is a sacred artifact that was created by the god Vulcan, and first given to Hector of Troy. Later, it was found by the mighty Paladin Roland, one of the 12 Peers of Charlemange. When using this long blade, you roll 4 Combat dice to attack, and you may attack twice if attacking Undead. In the hands of a Paladin, you may attack with 5 combat die. This artifact can only be weilded by a "good" character, and will add 3 points to any prayer roll, as well as protect against curses. Its pink glow will light up a radius of 3 spaces, and is unbreakable. Durindana is the only bladed weapon the Paladin can use.
Can only be used by Heavy Fighters

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