Weapons – 16 shown
Advanced weapons are not sold until you reach level 4; exceptional weapons are not sold until you reach level 7
Name
Only a ranged weapon can be used against monsters with ranged attacks; in dungeons or against other monsters, the weapon works like any other
Range
The base damage dealt by this weapon, which is modified by your strength score
Damage
The possible range of gold required to buy this weapon in a shop; the higher your intelligence score, the lower the cost
Price
The possible range of gold you will receive when selling this weapon to a shop; the higher your charisma score, the more you will receive
Value
Some weapons can only be used in certain types of locations, as detailed here
Can Attack In
Certain weapons will not become available for sale until you've reached a certain level
Sold At Lev.
The special properties granted to the wielder of this weapon
Properties
Amulet No 8 37–65 g. 13–73 g. Towns 4 Magic Missile damage +16 in overworld
Axe No 3 9–13 g. 2–17 g. Everywhere 1 -
Blaster Yes 15 118–218 g. 43–233 g. Everywhere 7 -
Bow & Arrows Yes 7 29–51 g. 10–57 g. Everywhere 4 -
Dagger No 1 5 g. 1–9 g. Everywhere 1 -
Great Sword No 6 23–39 g. 7–45 g. Everywhere 4 -
Hands No 0 - - Everywhere - -
Light Sword No 13 90–165 g. 33–178 g. Everywhere 7 -
Mace No 2 7–8 g. 1–13 g. Everywhere 1 -
Phazor Yes 14 103–191 g. 38–203 g. Everywhere 7 -
Pistol Yes 12 77–141 g. 28–152 g. Everywhere 7 -
Rope & Spikes No 4 13–20 g. 3–25 g. Overworld, towns 1 Prevents you from falling into a pit trap, and is lost
Staff No 10 55–100 g. 20–108 g. Towns 4 Magic Missile damage +20 in overworld
Sword No 5 17–28 g. 5–33 g. Everywhere 1 -
Triangle No 11 66–119 g. 23–130 g. Dungeons, towns 7 Magic Missile damage +22 in overworld
Wand No 9 45–81 g. 16–89 g. Towns 4 Magic Missile damage +18 in overworld