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Manufactured Weapons are weapons that differ from standard weapons in that they're the signature weapons of different races.

Goblin-Make (LVL 2+)

Goblin-Make weapons are efficiently made but aren't incredibly strong. They're about the worth of iron.

Goblin-Make Dagger


  • 14 GP
  • Attribute: Neutral
  • DMG: 4
  • Effect: Poisons last 2 turns longer


Goblin-Make Axe (TH)


  • 25 GP
  • Attribute: Neutral
  • DMG: 7
  • Effect: Poisons last 2 turns longer
  • Requirements: 20 STR


Goblin-Make Bow


  • 30 GP
  • Attribute: Neutral
  • DMG: 6
  • Effect: Poisons last 5 turns longer

Goblin-Make Crossbow

  • 45 GP
  • Attribute: Neutral
  • DMG: 8
  • Effect: +0.5 damage for every square away (max 20)

Goblin Bolt

  • 28 GP for 32
  • Attribute: Neutral
  • DMG: +4
  • Effect:

Goblin Arrow

  • 20 GP for 32
  • Attribute: Neutral
  • DMG: +2
  • Effect: Roll 20D to poison (Goblin spit) opponent. Must roll odd number to poison.


Goblin Shaman's Staff


  • 55 GP
  • Attribute: Earth
  • DMG: 3
  • Effect: +5 INT

Frostforged (Snow Elven) (LVL 4+)

Frostforged Katana 


  • 60 GP
  • Attribute: Ice
  • DMG: 7
  • Effect: Roll 20D to freeze (Must roll 16 or higher)

Frostforged Longbow (2H)


  • 75 GP
  • Attribute: Ice
  • DMG: 5
  • Effect: +0.5 damage for every square user is away from target. 50% chance to freeze if undetected.


Frostforged Staff (2H Staff)


  • 120 GP
  • Attribute: Ice
  • DMG: 4
  • Effect: +5 WIS, free cast for LOW-MED level frost spells




Frostforged Crosier (2H Staff)


  • 130 GP
  • Attribute: Ice
  • DMG: 1
  • Effect: Free cast for LOW-MED Healing spells.


Elven (LVL 10+)

Elven Shortblade


  • 80 GP
  • Attribute: Earth
  • DMG: 16
  • Effect: 



Elven Mace


  • 95 GP
  • Attribute: Earth
  • DMG: 20
  • Effect: Roll 20D to stun, must roll 17+ to work.


Elven Shield


  • 150 GP
  • Attribute: Earth
  • DMG: 2
  • Effect: 50% chance to ignore Black Spells.


Elven Shortbow


  • 90 GP
  • Attribute: Earth
  • DMG: 3 (+1 for every square user is from target)
  • Effect: 


Elven Longbow


  • 150 GP
  • Attribute: Earth
  • DMG: 5 (+3 for every square user is from target. +5 if user is Wood Elf
  • Effect: 

Elven Arrow


  • 100 GP (64)
  • Attribute: Earth
  • DMG: 10
  • Effect: 



Elven Bowstaff


  • 130 GP
  • Attribute: Earth
  • DMG: 5
  • Effect: Roll a D6 to combo. Attack however many numbers the die rolls.


Elven Wand


  • 160 GP
  • Attribute: Earth
  • DMG: 1
  • Effect: 50% to allow user to use 2 spells.


Elven Staff


  • 180 GP
  • Attribute: Earth
  • DMG: 4
  • Effect: 50% chance to get a free use of a Dragon or Earth attribute spell.


Drowish (Dark Elf) (LVL 15+)

Drowish Shortblade


  • 130 GP
  • Attribute: Fire
  • DMG: 22
  • Effect: +8 to Holy Characters, and Elven Armor.


Drowish Longsword (2H)


  • 180 GP
  • Attribute: Fire
  • DMG: 35
  • Effect: 


Drowish War Axe (1H)


  • 160 GP
  • Attribute: Fire
  • DMG: 25
  • Effect: +10 to Nature enemies


Drowish Spear (2H Staff)


  • 220 GP
  • Attribute: Fire
  • DMG: 10
  • Effect: +5 to large enemies, +5 when used by Dark Elves, Black Magic does +5 damage.

Grok (Giant) (LVL 20+)

Grok Club (2H)

  • 300 GP
  • Attribute: Neutral
  • DMG: 50
  • Effect: 
  • Requirements: 90 STR

Grok Wood-Axe (2H)


  • 350 GP
  • Attribute: Neutral
  • DMG: 70
  • Effect: 
  • Requirements: 60 STR


Dwarven (LVL 22+)

Dwarven Warhammer


  • 150 GP
  • Attribute: Earth (Thunder and Neutral Variants)
  • DMG: 30
  • Buff: 
  • Effect: +5 DMG if wearing full set of Dwarven Armor


Dwarven Battleaxe (2H)


  • 200 GP
  • Attribute: Earth (Thunder and Neutral Variants)
  • DMG: 65
  • Buff: 
  • Effect: Roll 20D to cleave, if roll is sucessful +20 DMG

Dwarven Crossbow

  • 350 GP
  • Attribute: Thunder (Fire, Neutral, and Ice variants)
  • DMG: 10
  • Buff: (+5 AGL if Dwarf user)
  • Requirements: 20 INT, 35 STR
  • Effect: +2-50 damage by distance. Misses if farther than 50 squares away.

Dwarven Balista

  • 750 GP
  • Attribute: Fire (VERY rare Dragon variants)
  • DMG: 75
  • Buff: -20 AGL
  • Requirements: 100 STR
  • Effect(s): Roll 40D to hit, if 20+ it hits, if 35+ does 50 points of Fire damage to anything in a 5x5 square radius to target. Must wait 2 turns before using again. Instantly kills Stone Golems.

Dwarven Shield

  • 300 GP
  • Attribute: Earth (Fire, Neutral, and Thunder variants)
  • DMG: 3
  • Buff: +10 VIT, +10 WIS
  • Requirements: 70 STR
  • Effect: If block is sucessful, this shield completely resists Dragonbreath and Goblin weapons.

Dwarven Bolt

  • 250 GP (64)
  • Attribute: Thunder
  • DMG: 15 (25 if Dwarf)


Dwarven Arrow

  • 230 GP (64)
  • Attribute: Earth
  • DMG: 13 (20 if Dwarf)

Dracraft (LVL 38+)

Dracraft are ancient weapons made by the original tribal ancestors of the Draci.

Dracraft Staff

  • 750 GP
  • Attribute: Dragon
  • DMG: 20
  • Buff: 
  • Effect: All Dragon element spells are free, and Dragon black magic does x2 damage
  • Requirement: 30 STR, 80 INT, 80 WIS


Dracraft Wand

  • 760 GP
  • Attribute: Dragon
  • DMG: 14
  • Buff: 
  • Effect: Dragon black magic does x3 damage
  • Requirement: 30 STR, 80 INT, 80 WIS

Animunculin (LVL 43+)

Gizordnach (2H) (1H for Animunculi) [Long Blade]

  • 900 GP
  • Attribute: Thunder (Becomes the element of the user if used by Animunculi)
  • DMG: 60
  • Buff: 
  • Effect: +5 charges to all thunder spells
  • Requirement: 95 STR, 30 INT

Mzcheftenar (2H) [Crossbow]

  • 1200 GP
  • Attribute: Thunder
  • DMG: 32
  • Buff: 
  • Effect: +5 damage for every square you are from target. (max 20)
  • Requirement: 80 STR

Helachtefen (2H)

  • 1000 GP
  • Attribute: Thunder
  • DMG: 20
  • Buff: 
  • Effect: Free cast to Healthbolt, and any thunder Black Magic
  • Requirement: 60 STR, 60 WIS, 20 INT
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