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Weapons[edit]

  • Dmg = damage
  • R. = range

Close combat[edit]

Standard weapons
Name Dmg R. Two-Handed Notes Location
Glass Sword 127 3 No Breaks upon use
Death Scythe 50 4 Yes Casts Curse when it strikes, and drains target's mana like the Magebane sword.
The Black Sword 25 4 Yes Regenerate magic, Firesnake, Death, Return to Isle of Fire Forge of Virtue
Hoe of Destruction 20 5 Yes Britain; use key near Lock Lake
Two-Handed Sword 11 4 Yes
Lightning Whip 10 5 No
Halberd 10 5 Yes
Two-Handed Axe 10 4 Yes
Two-Handed Hammer 9 5 Yes
Fire Sword 8 3 No Acts as everlasting torch
Magebane 7 3 No Drains targets mana upon contact
Magic Sword 7 4 No More accurate than normal swords
Sword of Defense 6 3 No Adds 3 defense
Sword 6 3 No
Serpentine Sword 6 3 No
Great Dagger 5 4 No
Morning star 5 4 No
Whip 4 5 No
Main Gauche 2 3 No Adds 1 defense
Club 2 3 No
Poison Dagger 1 3 No Poisons target, limited uses
Serpentine Dagger 1 3 No Minoc, Jhelom
Dagger 1 3 No Starting weapon
Non-conventional weapons
Name Dmg R. Two-Handed Notes Location
Powder Keg 40 31 No Explodes
Scythe 7 4 Yes
Fellowship Staff 6 4 Yes
Torch (Lit) 6 3 No Lights up dark areas
Shovel 6 4 Yes
Shears 6 3 No
Pick 4 4 No
Decorative Sword 4 3 No
Hammer 4 3 No
Torch (Unlit) 3 3 No
Rake 2 4 Yes
Pitchfork 2 4 Yes
Knife 2 3 No
Hoe 2 5 Yes
Cleaver 2 3 No

Ranged weapons[edit]

Magical & returning weapons
Name Dmg R. Two-Handed Notes Location
Juggernaut Hammer 25 31 Yes Can be thrown
Firedoom Staff 20 20 Yes Limited uses Skara Brae, Dungeon Deceit
Magic Axe 8 16 No Can be thrown Skara Brae,...
Hawk 5 17 No Can be thrown Jaana
Throwing Axe 4 3 No Can be thrown
Magic Boomerang 2 31 No Can be thrown, always hits, travels through walls
Boomerang 1 16 No Can be thrown
Standard missile weapons
Name Dmg R. Two-Handed Notes Location
Cannon 90 16 No Requires powder keg
Triple Crossbow 28 24 Yes Shoots crossbow bolts
Magic Bow 12 31 Yes Shoots arrows
Crossbow 10 25 Yes Shoots crossbow bolts
Fire Wand 10 16 Yes Limited uses, casts fireballs
Musket 9 28 Yes Fires ammunition (from giant bones)
Magician's Wand 8 20 No (Requires no ammunition)
Lightning Wand 8 16 Yes Limited Uses, casts lightning bolts, paralyzes
Bow 8 20 Yes Shoots arrows
Starburst 6 0? No Thrown, bursts on contact
Sling 3 16 No (Requires no ammunition)
Blowgun 1 12 Yes (Requires no ammunition), poisons, sleeps
Ammunition
Name Dmg R. Two-Handed Notes Location
Magic Arrow +4 NA NA Cast enchant on normal arrows to create
Magic Bolt +2 NA NA Cast enchant on normal bolts to create
Burst Arrow +2 NA NA
Tseramed Arrow +1 NA NA Puts target to sleep
Bolt +0 NA NA
Arrow +0 NA NA
Ammunition +0 NA NA Collected from giant bones