WEAPONS ----------- Damage is indicated as AF: n+x. n is the number of flips made, x is a number of extra damage points dealt automatically. Additional properties are listed on the line below. Swords: Standard Issue Sword (AF: 2) 1 gp. Shortsword (AF: 3) 2 gp. Longsword (AF: 4) 3 gp. Hand-and-a-half Sword (AF: 4+1) 4 gp. Daggers: Standard Issue Dagger (AF: 2) 1 gp. Boot Dagger (AF: 3) 2 gp. Poinard (AF: 4) 3 gp. Kukri (AF: 4+1) 4 gp. Maces: Standard Issue Mace (AF: 2) 1 gp. Light Mace (AF: 3) 2 gp. One Handed Mace (AF: 4) 3 gp. Morningstar (AF: 4+1) 4 gp. ARMOR ----------- Armor resistances are listed as FRW: n FRM: x, where n and x are numbers of flips. Penalties to QK and MA are fixed numbers. Additional properties are listed on the line below. Light Robe (FRW: 1 FRM: 1 QK: 0 MA: 0) 1 gp. Thick Robe (FRW: 1 FRM: 2 QK: 1 MA: 0) 2 gp. Light Leather Armor (FRW: 2 FRM: 2 QK: 1 MA: 1) 3 gp. Heavy Leather Armor (FRW: 3 FRM: 2 QK: 2 MA: 1) 4 gp. Light Chain (FRW: 3 FRM: 2 QK: 3 MA: 3) 5 gp. POTIONS ----------- The effects of the potion are listed in parentheses. All potion effects are nullifyed at the end of a battle. Cure Light Wounds (cures 3 HP) 1 gp. Cure Medium Wounds (cures 6 HP) 3 gp. Cure Heavy Wounds (cures 12 HP) 7 gp. Increase Strength (raises ST by 1) 3 gp. Increase Magic Ability (raises MA by 1) 3 gp. Increase Magic Resistance (raises MR by 1) 4 gp. Berserker's Rage (allows an extra action for the next three rounds) 7 gp. ITEMS ---------- The uses of these items are listed in parentheses. Bracer of Damage (increases damage dealt by 1 for each bracer worn) 6 gp. Bracer of Spellcasting (increases MA by 2 for each bracer worn) 10 gp. Bracer of Strength (increases ST by 1 for each bracer) 8 gp. Amulet of Health (can be used as a Cure Light Wounds spell/potion once per battle) 10 gp. SPELLS ---------- The MA requirement of a spell is listed in parentheses. Its effects are listed on the next line. Cause Damage 1 (MA: 1) Deals 2 damage. 5 gp. Cause Damage 2 (MA: 2) Deals 4 damage. 10 gp. Stun (MA: 2) Causes opponent to lose his next turn. 10 gp. Drain Magical Ability (MA: 3) Reduces target's MA by 1. 15 gp. (c) 2005 John Floren