+1 Quarter Staff
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
+1 Rapier of Piercing
This weapon allows wielders, after a successful hit, to leave their slider on the combat board and deliver the same damage during the next combat round–assuming the puck does not get bumped into a zone which counts as a miss against the monster. There is no predetermined maximum number of times this effect may be used, but the effect can only be used once per successful hit.
Note: The special effect of this weapon does not stack with a fighter-duelist’s twist the blade special ability.
+1 Ravager Axe
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Ravager Swatter
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Ring of Protection
Adds +1 to AC
The effect from this ring stacks with a Ring of Protection +2. Two +1 Rings of Protection do not stack with each other.
Note: Because their names are technically different, a +1 Ring of Protection stacks with a Ring of Protection +1.
+1 Sahuagin Blunt Lt. Crossbow
This specialized crossbow fires blunt bolts and can only be used while underwater. This crossbow is not compatible with other crossbow bolts.
+1 Sai of Snaring
If a monk attacks with this weapon and slides a natural 20, the victim of the attack will drop a blade weapon. If the victim of the attack is wielding a non-blade weapon (e.g., hammer), it will not be disarmed. Natural weapons (e.g., claws) cannot be disarmed. The natural 20 attack will still hit and almost certainly cause damage, but it won’t disarm the monster.
The disarm effect of this weapon is triggered by sliding a natural 20.
+1 Scepter of Stirge
Any successful attack made with this weapon will heal the wielder 1 HP. It will not increase the character’s maximum HP.
+1 Shillelagh
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Shock Stick
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon’s damage is comprised entirely of Shock.
+1 Short Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
+1 Shuriken
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round,
+1 Silver Bastard Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
+1 Silver Great Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
+1 Silver Heavy Mace
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
+1 Silver Rapier
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
+1 Silver Scimitar
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
+1 Silver Short Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
+1 Sling
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Spear of Seth
This weapon deals an additional 2 damage when it’s wielded in a desert.
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Staff of Striking
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s used to score a hit against a Construct.
+1 Sword of Seth
This weapon deals an additional 2 damage when it’s wielded in a desert.
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Thrall Cudgel
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Thrall Faerie-Iron Skull
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage.
+1 Thrall Heavy Axe
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Thrall Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Turkey Leg
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If eaten (requires a Standard Action), the consumer heals 7 HP. This item may not be eaten the same round it was used to attack with–even if either the attack or the eating can be performed as a Free or Instant Action.
+1 Turkey Leg of Smiting
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon is permanently imbued with the smiting effect. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting.
+1 War Sling
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Unlike standard slings, this is a 2-handed weapon, so shields or other off-hand items may not be used while wielding it.
+2 Archer’s Buckler
Adds +3 to AC when used with a two-handed ranged weapon. It may not be used with any melee weapon nor with a one-handed ranged weapon.
+2 Assassin’s Crossbow
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If a rogue (not bard) scores a critical hit while wielding this weapon, that attack deals triple damage.
Note: If the rogue is benefiting from some other effect which causes ranged attacks to deal double-damage, the damage from this weapon gets quadrupled (×4),
+2 Baton of Focus
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +2 to Focus
+2 Bolt
Adds +2 to Damage and +2 To Hit when fired from a crossbow. Its use must be declared (turned in to the DM) prior to making the attack slide.
+2 Boom Stick
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores,
+2 Bracers of Defense
Adds +2 to AC
May be worn in conjunction with Gauntlets of Ogre Power because the Gauntlets are a hand slot item and bracers are a wrist slot item.
They cannot be worn with monk bracer weapons (e.g., Bracer of Smiting) even if the monk is only wearing one bracer weapon because non-weapon bracers take up both wrists. Note that monk bracer weapon tokens have a damage wheel and have singular names.
+2 Chaos Cannon
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Dagger
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Dagger of Venom
An attack made with this weapon deals an additional 5 points of Poison damage if a natural 20 is slid on the combat board. Creatures immune to poison will not take any extra damage from this special attack, but the dagger damage could still apply. There is no saving throw to mitigate the poison damage.
The poison effect of this weapon is triggered by sliding a natural 20. It does not require a critical hit.
+2 Deadly Drow Blood Mace
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 2 HP.
This weapon’s healing effect is compatible vs. all creature types, even those not technically alive, such as constructs and undead.
+2 Death Flail
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
When a barbarian wielding this weapon’s first slide in combat is a natural 20 (not just a critical hit), the damage gets tripled instead of doubled. No other classes can benefit from this weapon’s triple-damage effect.
+2 Deathcleaver
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Dread Sword
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Dwarven Dire Axe
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
+2 Flaming Blade
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Monks may use this weapon while executing their signature flurry of blows attacks.
The damage wheel includes 2 points of Fire damage which will be deducted if the victim of the attack is immune to Fire damage.
+2 Flaming Short Bow
This weapon’s damage is a combination of physical and Fire. On a successful hit, the arrow fired from this weapon bursts into flame. The damage is already built into the damage indicator. However, if the monster is immune to Fire damage, the DM will subtract 2 HP from the total damage delivered.
This weapon cannot be used as a source of illumination.
+2 Great Axe
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Great Club of Bashing
In the hands of a barbarian, this weapon deals an additional +3 damage when it’s used to score a hit against a monster that is larger than human-size. The To Hit bonus remains at +2.
In the hands of a dwarf fighter, fighter, or paladin, this is an “ordinary” +2 weapon.
When attacking creatures human-size or smaller, this is an “ordinary” +2 weapon no matter what class is wielding it.
+2 Great Sword
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Hammer of Smiting
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This hammer is permanently imbued with the smiting effect. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting.
+2 Hammer of Thunderbolts
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
When attacking a Giant with this weapon, if a natural 20 is slid and the 10 in the ✸ is closest to the damage dot on the combat board, the Giant will be slain.
When attacking non-Giants, this is an “ordinary” +2 weapon.
+2 Heavy Trident of Skewering
Attacks made with this weapon deal an additional 5 points of damage if a natural 20 is slid on the combat board.
The extra damage effect of this weapon is triggered by sliding a natural 20. It does not require a critical hit. Thus it may still function when fighting creatures immune to critical hits.
Note: This weapon is too heavy to be thrown.
+2 Holy Arrow
Adds +2 To Hit and +2 to Damage when fired from a bow. Its use must be declared (turned in to the DM) prior to making the attack slide.
If the target is Undead and the attack slide is a natural 20, this arrow deals a total of +12 Damage.
Note: This arrow does not deal Sacred damage.
+2 Holy Avenger
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If a paladin wielding this weapon is attacking an Evil Outsider and slides a natural 20 and either the 10 or 11 (the two numbers with a ✸) is closest to the damage dot, the target will instantly be slain. No other classes can benefit from this weapon’s insta-kill effect.
+2 Holy Great Sword
In the hands of a paladin, this sword deals an additional +3 Damage when it’s used to score a hit against evil creatures. The To Hit bonus remains at +2.
In the hands of a barbarian, dwarf fighter, or fighter, this is an “ordinary” +2 weapon.
+2 Keen Longbow
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This bow is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from a keen edge spell.
+2 Keen Scimitar
This scimitar is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from a keen edge spell. However, if some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider. I.e., crit-expanding effects do not stack,
+2 Keen Slayer Bow
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This bow is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from a keen edge spell.
+2 Light Crossbow of Frost
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The damage wheel includes 2 points of Cold damage which will be deducted if the victim of the attack is immune to Cold damage.
+2 Long Bow of the Sun
Imbued with the energy of the sun, this weapon will cause an additional 3 points of damage when it’s used to score a hit against undead monsters.
+2 Long Spear of Dragonslaying
This weapon will instantly kill a Dragon if the player slides a natural 20 and the 10✸ on its damage wheel is closest to the damage dot on the combat board.
When attacking non-Dragons, this is an “ordinary” +2 weapon.
The dragonslaying effect of this weapon is triggered by sliding a natural 20 and scoring a 10 on the damage wheel. It does not require a critical hit. Thus this effect may still function when fighting Dragons immune to critical hits or sneak attacks.
+2 Long Sword
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Mace of Dispelling
This blessed weapon will instantly dispel (send back to their home plane) an evil outsider (e.g., devils, demons, demi-gods) if the player slides a natural 20 and the 8✸ on its damage wheel is closest to the damage dot on the combat board.
When attacking non-evil and/or non-outsider creatures, this is an “ordinary” +2 weapon.
+2 Mithral Bracers
Adds +2 to AC
This item is part of the Mithral Sets.
Mithral Trio
When three items are equipped, all breath weapon damage inflicted upon your character is halved.
(There is no Mithral Quartet bonus, but the benefit from the Mithral Trio bonus would still affect the character.)
Mithral Quintet
When five items are equipped, in addition to the Trio bonus, the character gains Deadbane: any successful melee attack from an undead monster on the character deals 10 points of damage to the undead attacker.
+2 Mug of Battle
Adds +1 to all saving throws
Monks & rangers are the only classes that can attack with this item. Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The player must equip this item in their melee offhand slot for the entire game. It may be swapped out to make a ranged attack,
+2 Mystic Staff of the Ancients
magical ranged weapon that deals Force damage
+2 Quarter Staff
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Rod of Disjunction
In addition to physical damage, any successful hit with this weapon will also subtract 10 percentage points from the victim’s Spell Resistance (SR). The effect will only work three times total per victim, per combat, (even if multiple Rods of Disjunction are used by multiple characters), for a total maximum reduction of 30 percentage points per victim. If there are multiple monsters with SR, each monster’s SR could be affected by this item up to three times each.
+2 Rod of Persuasion
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
In addition to being a magical weapon, this item allows the owner (who must be a rogue) to succeed on the rogue’s skill test without actually navigating the stylus through the maze. When used to bypass the skill test, the owner suffers 10 points of damage.
+2 Sacred Sling
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Savage Sword
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Scepter of Might
In addition to the physical damage, any successful hit with this weapon will apply a -1 penalty to all the victim’s To Hit rolls. The effect will only work four times per creature per combat–even if multiple Scepters are used. There is no limit on the number of creatures the To Hit reducing effect can affect, but no one creature can have its To Hit rolls penalized by a +2 Scepter of Might more than four times.
+2 Short Sword
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Short Sword of the Sun
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional +3 damage when it’s used to score a hit against Undead monsters.
When attacking non-Undead, this is an “ordinary” +2 weapon.
+2 Slayer Sword
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+2 Sling Bullet of Gazebo Slaying
When attacking a gazebo with a sling–as one does–if the attacker slides a natural 20 while using this ammo, the gazebo will be instantly killed/destroyed. Against all other targets, this is just a +2 sling bullet (+2 To Hit and +2 Damage). It must be declared (turned in) before sliding the weapon token.
+2 Sling of Impact
This sling deals an additional +5 Damage when it’s used to score a hit against a monster that is larger than human-size. The To Hit bonus remains at +2.
When attacking creatures human-size or smaller, this is an “ordinary” +2 sling.
+2 Sling Stone of Smiting
When fired from a sling, the attack slide gains +2 To Hit and +2 damage as Blunt and can crit on a natural 19-20. Its use must be declared (turned in to the DM) prior to making the attack slide.
This stone is not subject to further effect from Oil of Smiting. However, if some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider.
+2 Staff of Focus
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +2 to Focus
+2 Staff of Power
Once per room, wizards wielding this staff may cast a 1st-level Spell (1st-level only, not any other level of Spell) from their character card “for free” (the Spell is not marked off of their character card). The wizard must have at least one use of the Spell available. If all uses of that Spell have been expended, the wizard cannot cast it for free with this item.
Under most circumstances, either two free hands or a shield and one free hand are required to cast a Spell.
+2 Staff of Striking
This weapon deals an additional 3 damage when it’s used to score a hit against a Construct.
When attacking non-Constructs, this is an “ordinary” +2 weapon.
+2 Stunning Lt. Crossbow
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
When a character wielding this weapon slides a natural 20 (not necessarily a crit), the target will be Stunned for one round. Effects which expand the crit range of a weapon do NOT allow this weapon to stun on anything other than a 20.
+2 Sun Scimitar
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon’s damage is comprised entirely of Sacred. If a character equips other tokens that increase damage, all un-typed damage bonuses deal their damage as Sacred, but typed damage bonuses retain their original type. E.g., a character with a high Strength score coats this weapon with Oil of Venom.
+2 Viper Strike Fang
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The damage wheel includes 2 points of Poison damage which will be deducted if the victim of the attack is immune to Poison damage.
Monks may wield one or two of these in conjunction with their flurry of blows attack.
+2 War Shillelagh
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+3 Ammo of Alteration
Adds +3 to Damage and +3 To Hit when fired from a projectile-launching weapon. Its use must be declared (turned in to the DM) prior to making the attack slide.
This ammunition instantly changes to conform to whatever ammunition type the user’s current weapon fires. It cannot be used to make energy-imbued (e.g., Fire or Sacred) ammo.
Projectile-launching weapons include blunders, bows, crossbows, slings, as well as any kind of weapon that shoots/flings/launches ammunition.
+3 Baton of Focus
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +3 to Focus
+3 Deathcleaver
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+3 Holy Avenger
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+3 Holy Great Sword
In the hands of a paladin, this sword deals an additional +3 Damage when it’s used to score a hit against evil creatures.
In the hands of a barbarian, dwarf fighter, or fighter, this is an “ordinary” +3 weapon.
History: The extra “plus” on this weapon was the result of a pulling the “Key” card from a Deck of Many Things on a Silver Ticket run in 2008. The sword is soulforged to its owner and may not be used by anyone else.
+3 Mithral Bracers
Adds +3 to AC
+3 Rod of Niltongue
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the owner of this weapon dies, s/he gains the speak with living ability and may freely converse with living party members. Speak with living does not grant the ability to attack, cast spells, physically affect the environment, or anything other than talk to living party members.
+3 Savage Sword
Wielder scores a critical hit if the attack slide is a natural 19-20.
This weapon is not subject to further effect from a keen edge spell. However, if some other crit-expanding magic can expand one’s crit range beyond 19-20, use whichever crit range is wider. I.e., crit-expanding effects do not stack, they overlap.