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[LFG][Earthdawn][Any][GMT+1] Luc Nagol, Weaponsmith Lu Nagol´s Arms & Services, Jud-alam Village, Dragon Mountains, Barsaive Province

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(ED1) Earthdawn      ” Swords and Armors are to be delivered to the villagers of Ulog.” (ED1) Barsaive Campaign Set, An Explorers’s Guilde p. 59.  Luc Nagol,  Drake, Ulog and Jud-alam Village, Dragon Mountains, Barsaive Province, (ED1) Barsaive Compaign Set, Game Master’s Book p. 58, 59, (ED1) Dragons PDF p. 129, Weaponsmith Circle 6 (ED1) Earthdawn Rulebook p. 88.      Naming day:  If it’s a dragon that recently made this drake, or if it is infact the drake from legend, if the latter that would make it a really old one.      Background:  Weaponsmith Lu Nagol, who was a drake, taught the villagers of Ulog near the Dragon Mountans to defend themselfs against the invading ork scorchers, then amazed them by turning into his dragon form and flying away  (ED1) Barsaive Campaign Set, Game Master’s Book p. 58, 59.      Character traits:  Astute,   protective   and resourceful   (Surface).  Militant and spontaneous  (Hidden). Attributes DEX:  12    STR:  15   TOU:   12                                   PER:  15   WIL:  17   CHA:  16 Initiative:  15 (+1) [16]      Physical Defence:  16 (15)*                    Num.Attack:   3 (+1*)         Spell Defence:  18 (+1) [19] Attack:  15                           Social Defence:  17 (+1) [18] Damage:  12  [31]*                       Armor:   15 (Rating of Armor*)      Bite 18, Claw (x2) 19         Mystic Armor:  9 (+Rating of Armor*)      Weapon: (by type*)           Knockdown:  20 (15*) Num.spells:  2                    Rec.Test.Pr.Day:  4                       Spellcasting:  16                         Effect:  See below         Death Rating:   53 (+36-6)=  [83]           Combat Movment:  120 Wound Threshold:  14                        Full Movment:  240 Unconsciousness Rating:  44 (+30-6)=  [68]              Karma Points:  20             Karma Step:  8      Half-magic:  - Weaponsmiths can make Half-Magic Test when forging, repairing or caring for weapons and armor. They may also make Half-Magic Test to recognize different types of weapons used by different races. – Weaponsmiths in training begin by making small weapons such as knifes and daggers, eventualy graduating to full-sized weapons such as broadswords. They learn the skills used in creating weapons and armor as part of there training, though these skills are not the same as Forge Blade or Forge Armor talents. When creating weapons and armor using these more general skills, the weaponsmith makes a Perceptian-based Half-Magic Test. He may not spend Karma on this test.  (ED1) Adapts Way p. 138 .  - Create Armor and Weapon thread items at Circle 5  (ED1) Magic A manual p. 52.  Create Orichalcum Circle 7 and Circle 12, Metal Reading  (ED1) Magic A Manual p. 57, 58, 102.      Powers : Armored Scales,  Astral Sight 10, Dispel Magic 12, Disrupt Fate 5, Dragon Breath 12  (Knacks: Flame Spout) ,  Dragonspeech, Fear 15, Karma Points, Regeneration 8, Spells (see below), Suppress Magic 3. Skills  Artisan/ Craftsman (Armor and Weapon) (6) PER 16/ [21] Artisan/ Runic Carving  (Armor and Weapon) (6) PER 16/ [21]  Knowledge/ Barsaive Military History  (6) PER 15/ [21] Knowledge/ Legends and Heroes  (6) PER 15/ [21] Knowledge/ Legendary Weapons and Armors  (6) PER 15/ [21] Talents                                                                                                       (Circle 1)  Avoid Blow  (6) DEX 12/ [18] ,   Forge Blade  (6) PER 15/  [21]   (Knacks: Forge Arrow, Whittle Weapons) , Karma Ritual  (6) –,   Melee Weapons  (6) DEX 12/ [18] ,  Steel Tought  (6) WIL 17/ [23] , Weapon History  (6) PER 15/ [21] . (Circle 2)  Durability  6/5 (6) -,  Haggel  (6) CHA 16/ [21] (Circle 3) Read and Write Language  (6) PER 15/ [21] , Abate Course  (6) PER 15/ [21] , Detect Weapon  (6) PER 15/ [21] . (Circle 4)   Evaluate Weapon:  The Weaponsmith makes a Forge Blade Test against the Spell Defense of the weapon. A successful test reveals the approximate worth of the weapon and how well it is made.  Speak Language  (6) PER 15/ [21] , Thread Weaving (Thread Smithing)  (6) PER 15 /   [21] (Knacks: Branding Threads, Talent Linking, Thread Masking, Thread Sight). (Circle 5)   Social Defense:  Increase the Weaponsmith’s Social Defense by 1.  Temper Self  (6) WIL 17/ [23] , Warp Missile  (6) PER 15/ [21] . (Circle 6)   Spell Defense:  Increase the Weaponsmith’s Spell Defense by 1. Conceal Weapon  (6) PER 15/ [21] , Spot Armor Flaw  (6) PER 15/ [21] . (Circle 6)   Talent (Knacks)   (ED1) Magic A Manual p. 28, 29, 30. (ED1) Arcane Mysteries p. 57, 63. When at  (Circle 7) Karma:  The Weaponsmith may spend Karma Point on any action using Dexterety only.                                     Disarm  (7) DEX 12/ [19] ,  Temper Other  (7) WIL 17/ [24] . (Knacks) Sence Curse, Unraveling (ED1) Magic Manual p. 23, 31. (Knacks) Faulty Bowyer, Faulty Goods, Here`s The Deal, Smooth Armor (ED1) Arcane Mysteries of Barsaive p. 56, 58, 62. Legend Points:  3,200 Equipment Adventurer’s kit w/tent                                                                                                                                                                                          (Cost: 40 silver), Broadsword                                       5 steps.dam                                                                                                                                                             (Cost: 25 silver), 2x Daggers                                         2 steps.dam                                                                                                                            (Cost: 2x8 cp = 1 silver, 6 cp), Dragon Mail  (ED1) Arcane Mysteries p. 79                                                                                                                                                (Value: unknown),                               Fire Starter  (ED1) Earthdawn Companion p. 70, 71, 73                                                                                                                      (Cost: 100 silver), Forge tools                                                                                                                                                                                                                (Cost: 100 silver), Heartblade ( ED1) Adapts Way p. 139                                                                                                                                                         (Value: unknown), Hand axe                                        4 steps.dam                                                                                                                                                     (Cost: 12 silver), Knife                                                   1 steps.dam                                                                                                                                                                           (Cost: 3 cp), Padded leather armor       4 Armor Rating                                                                                                                                                   (Cost: 20 silver), Upandal´s Blessings  (ED1) Arcane Mysteries p. 67                                                                                                                               (Cost: 275 silver),   1 week worth of trail rations                                                                                                                                                                               (Cost: 10 silver), Traveler’s garb                                                                                                                                                                                                               (Cost: 8 silver), 1 Copper piece, 3 Silver pieces left.      Heartblade  Broadsword 5 Damage =  [16]  (+5 step +6 step Forge weapon talent),  (+1 Step) Forge Weapon talent  Core Item, 6 points of permanent blood damage  (ED1) Adapts Way p. 139. Dragon Mail  Thread Rank: 6,  Armor Rating:   [10] ,  Mystic Rating:   [4 (+10 Vs. dragons and drakes)], [+1]   Initiative rating  (ED1) Arcane Mysteries p. 79 . (Varies in Name-giver form) Loot:  Scales and blood worth D6 x 5 silver pieces. Also counts as treasure worth Legend Points. * Statistics in parentheses apply when in Name-giver form. Commentary Legends tell us of the existence of drakes, and legends from the basis of facts in the province of Barsaive. No one has reported encountering drakes in post-Scourge Barsaive, but we assume that since the dragons survived, the drakes did too. Nonetheless, all the information presented here is based on legends.    Drakes are small, five- to seven-foot  long dragons, the smallest of dragonkind. There tails make up half the length of there bodies. Legends mostly speak of these creatures in there shape-change form as one of the Name-giver races. All the Name-giver races have stories of one of there own turning into a drake, though t´skrangs legends aboute drakes claim the dragons desperatly want to become t´skrang. All legends place drakes near or in the Dragon Mountens.     In their Name-giver form, drakes talk and act just like the race they represent and sometimes possess various skills and magical abilities. Some, like the weaponsmith Luc Nagol, who was a drake, taught the villagers of Ulog near the Dragon Mountains to defend themselves against the invading ork scorchers, then amazed them by turning into his dragon form and flying away.     Drakes are believed to possess spell ability as great as that of dragons and share many of the dragons special powers (see p. 291,  ED , for more information on dragon powers and magical abilities). Though no record exist of a drake figthing in its dragon form, we assume that that they use the claw-and-bite attack of all other dragons. In Name-giver form, they fight using only the weapons and spells available to them in that form.     Drakes in Name-giver form can use limited dragon powers, including Astral Sight, Dispel Magic, Regeneration, and Suppress Magic, and can cast spells in both dragon and Name-giver form. Drakes can be multi-Discipline in Name-giver form, but cannot use the talents of a Discipline while in dragon form. Based on the small sampling of known drakes from legends, we calculate that 80 percent of drakes are spellcasters, choosing the Discipline of illusionist (30 percent), elementalist (30 percent), wizard (20 percent), or any combination of the three (20 percent). Most drakes have mastered the spells and matrices of their Disciplines up to Circle 6.  (ED1) Barsaive Box set, GM Book p. 58, 59.  (Royal Library of Throal, Barsaivian lore.)    Drakes are described on  (ED1) Dragons PDF, p. 46, 47  of  Concerning the Diverse Types of Dragons.  Drakes are magical constructs created by dragons, primary great dragons, as there servants. Although there are both male and female drakes, they are not capable of reproduction on their own. Each drake represents the investment of considerable time, effort and magical power, so dragons do not use them casually. Drakes have two forms. Their  ’natural’ form is that of a miniature dragon about five to seven feet long from head to tail. They can also assume the forms of the different Name-giver races. Drakes cannot assume windling or obsidiman formes because duplicating the special magical natures of those Name-givers would be too difficult. It requires one of the drake’s Spell Actions to swich between forms. In Name-giver form, drakes can follow Disciplines and learn talents and skills just like other name-givers. Most drakes are adapts, and most of them follow one or more of the magician Disciplines. Some drakes follow the Disciplines of beastmaster, scout, swordmaster, thief or warrior. A typical will be at least Sixth Circle in its chosen Discipline. The drakes talents and Discipline abilities functions only while it is in Name-giver form, although magician drakes ca still cast spells in dragon form. In addition to their Discipline abilities, drakes share many of the powers of their dragon masters, some of which can be used in either form. In Name-giver form drakes can use only Astral Sight, Dispel Magic, Regeneration and Suppress Magic. In addition, while in Name-giver form  they have the abilities listed in parentheses above. When a drake swiches forms, all of the clothing and equipment from their Name-giver form vanishes into an astral pocket similar to the nethermancer talent of the same name  (see p. 24, Earthdawn Companion). The equipment returns when the drake returns to Name-giver form. While working as envoys and agents of their dragon masters, drakes prefer to remain in Name-giver form so as not to give away their true nature. They assume their dragon form only when circumstances require it. A drake in Name-giver form can be detected by someone who examines the drake’s pattern in astral space. Detecting a drake’s true nature requires an Excellent success on an Astral Sight Test against the drake’s Spell Defense. A failure on this test results in the viewer seeing an astral form of the drake’s Name-giver form.  (ED1) Dragons PDF, p. 129.  (The Eternal Library, The Theran Empire lore.)
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Commentary Legends tell us of the existence of drakes, and legends from the basis of facts in the province of Barsaive. No one has reported encountering drakes in post-Scourge Barsaive, but we assume that since the dragons survived, the drakes did too. Nonetheless, all the information presented here is based on legends.    Drakes are small, five- to seven-foot  long dragons, the smallest of dragonkind. There tails make up half the length of there bodies. Legends mostly speak of these creatures in there shape-change form as one of the Name-giver races. All the Name-giver races have stories of one of there own turning into a drake, though t´skrangs legends aboute drakes claim the dragons desperatly want to become t´skrang. All legends place drakes near or in the Dragon Mountens.     In their Name-giver form, drakes talk and act just like the race they represent and sometimes possess various skills and magical abilities. Some, like the weaponsmith Luc Nagol, who was a drake, taught the villagers of Ulog near the Dragon Mountains to defend themselves against the invading ork scorchers, then amazed them by turning into his dragon form and flying away.     Drakes are believed to possess spell ability as great as that of dragons and share many of the dragons special powers (see p. 291,  ED , for more information on dragon powers and magical abilities). Though no record exist of a drake figthing in its dragon form, we assume that that they use the claw-and-bite attack of all other dragons. In Name-giver form, they fight using only the weapons and spells available to them in that form.     Drakes in Name-giver form can use limited dragon powers, including Astral Sight, Dispel Magic, Regeneration, and Suppress Magic, and can cast spells in both dragon and Name-giver form. Drakes can be multi-Discipline in Name-giver form, but cannot use the talents of a Discipline while in dragon form. Based on the small sampling of known drakes from legends, we calculate that 80 percent of drakes are spellcasters, choosing the Discipline of illusionist (30 percent), elementalist (30 percent), wizard (20 percent), or any combination of the three (20 percent). Most drakes have mastered the spells and matrices of their Disciplines up to Circle 6.  (ED1) Barsaive Box set, GM Book p. 58, 59.  (Royal Library of Throal, Barsaivian lore.)    Drakes are described on  (ED1) Dragons PDF, p. 46, 47  of  Concerning the Diverse Types of Dragons.  Drakes are magical constructs created by dragons, primary great dragons, as there servants. Although there are both male and female drakes, they are not capable of reproduction on their own. Each drake represents the investment of considerable time, effort and magical power, so dragons do not use them casually. Drakes have two forms. Their  ’natural’ form is that of a miniature dragon about five to seven feet long from head to tail. They can also assume the forms of the different Name-giver races. Drakes cannot assume windling or obsidiman formes because duplicating the special magical natures of those Name-givers would be too difficult. It requires one of the drake’s Spell Actions to swich between forms. In Name-giver form, drakes can follow Disciplines and learn talents and skills just like other name-givers. Most drakes are adapts, and most of them follow one or more of the magician Disciplines. Some drakes follow the Disciplines of beastmaster, scout, swordmaster, thief or warrior. A typical will be at least Sixth Circle in its chosen Discipline. The drakes talents and Discipline abilities functions only while it is in Name-giver form, although magician drakes ca still cast spells in dragon form. In addition to their Discipline abilities, drakes share many of the powers of their dragon masters, some of which can be used in either form. In Name-giver form drakes can use only Astral Sight, Dispel Magic, Regeneration and Suppress Magic. In addition, while in Name-giver form  they have the abilities listed in parentheses above. When a drake swiches forms, all of the clothing and equipment from their Name-giver form vanishes into an astral pocket similar to the nethermancer talent of the same name  (see p. 24, Earthdawn Companion). The equipment returns when the drake returns to Name-giver form. While working as envoys and agents of their dragon masters, drakes prefer to remain in Name-giver form so as not to give away their true nature. They assume their dragon form only when circumstances require it. A drake in Name-giver form can be detected by someone who examines the drake’s pattern in astral space. Detecting a drake’s true nature requires an Excellent success on an Astral Sight Test against the drake’s Spell Defense. A failure on this test results in the viewer seeing an astral form of the drake’s Name-giver form.  (ED1) Dragons PDF, p. 129.  (The Eternal Library, The Theran Empire lore.)
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Weaponsmith Lu Nagol´s Arms & Services(Shop) (EDJ)#8 p. 3-5.     Availability:  Anyone looking for a specific normal melee weapon, missile weapon, throwing weapon, armor, or shield could find it here. The availability rating for most of these items is ”Everyday” (-2) see  (ED1) Earthdawn Rulebook p. 250 , but certain less common items reach ”Average” (0) to ”Unusual” (+2) levels. At Weaponsmith Lu Nagol, none of the items listed above that are found on the Goods & Services table will ever be higher then an ”Unusual” level of availability.    The price for these items is a little higher than normal. Weaponsmith Lu Nagol sells them 10% to 20% higher then the Goods & Services tables  (ED1) Earthdawn Rulebook p. 248-267 . This is not only because his quality is good, but also so he can maintain the availability of more rare items.       Thread Weapons:  The thread weapons, and thread armor listed in  (ED1) Earthdawn Companion p. 57-70  may be found here. These items are considere ”Unusual” (+2) to ”Very Rare” (+9) for availability. If the item is found to be unavailable, Weaponsmith Lu Nagol may be able to find one and have it brought there. This is up to the GM on wheter it is a item suitable to be available to the characters yet. It usually takes several weeks for Weaponsmith Lu Nagol to find a specific item of this type. The price for these items will be very near the listed price in  (ED1) Earthdawn Companion p. 72, 73.    Forge Blade upgrade: Weaponsmith Lu Nagol also keeps a number of weapons around that he has reforged and upgraded using his Forge Blade talent. These weapons will be from +1 to +3 on there damage step rating, and are of high quality and craftmanship. The avalability rating for a +1 weapon will be ”Unusual” (+2), a +2 weapon will be ”Rare” (+5), and a +3 weapon will be ”Very Rare” (+9), requested can be anything listed on the Goods & Services tables, but the price varies for each item depending on the base cost of that particular weapon. A list of some examples weapons, there bonuses, and suggested prices are as follows below in list.    Special requests:  Weaponsmith Lu Nagol is more than happy to take special requests. The Weaponsmith Lu Nagol can use his Forge Blade talent on weapons the client wishes to upgrade, or he can even create a weapon specificaly for the client. Whatever the client wishes, review the description of the Forge Blade  (ED1) Earthdawn Rulebook p. 107 , and go over the special rules for creating weapons, armors and shields  (ED1) Earthdawn Adapt´s Way p. 138.    Weaponsmith Lu Nagol works cheap. Instead of using the Forge Blade talent prices, use Weaponsmith Lu Nagol general price. He charges 50 silver multiplied by the Final Step per week of work. At the end of every week he makes a Forge Blade talent test as stated in the Forge blade talent.    For example: Weaponsmith Lu Nagol is asked to work on a normal broadsword. The broadsword is damage step 5, and the Final damage step will be 6. Weaponsmith Lu Nagol will charge 300 silver per week (50 silver x 6) for as long as it takes him to finish. Forge Blade Upgrade forged higher then +3 is Special request.    The price seems higher than the available weapon above, but special requests do take extra time and energy, and actualy his price is much lower than the rules call for.    Repair weapons, shields and armor:  Weaponsmith Lu Nagol will also repair weapons, shields, and armor. He can restore weapons and armor to almost new by using his forging skills. Use the process described under Damage to Weapons and Armor  (ED1) Earthdawn Companion p. 117 . Also, use the prices described their.    Buying equipment from players:  The Weaponsmith Lu Nagol may also buy some items, and sometimes accepts trade. He´ll pay a fair price, close to his own usual prices, but because his prices tend to be low for exceptional items, sometimes he dosen´t give the best deal around. It´s often best to sell your stuff to someone else.    Consultation; Weapon History talent:  Weaponsmith Lu Nagol may also give private consultation with anyone who has rare or historical weapons or armor. If the clients wishes to know more about their item, Weaponsmith Lu Nagol will request to keep the item for a week of study. The Weaponsmith Lu Nagol will use his Weapon History talent to find information for the character. Often the Weaponsmith Lu Nagol uncovers the Test Knowledge of the item, and may be able to instruct the client on how to uncover the Key Knowledge to tie threads. Weaponsmith Lu Nagol information is always accurate.    The price for this consultation varies with each occation, but if the Weaponsmith Lu Nagol uncovers the Test Knowledge  (ED1) Earthdawn Rulebook p. 270  required for an item, then he charges an amount of silver equal to the legend point value of that rank.    For example: If a client were to bring Weaponsmith Lu Nagol Nioku`s Bow  (ED1) Earthdawn Rulebook p. 281 , he would charge 500 silver for the first test knowledge because the legend point cost for the first rank of the Bow is 500 legend points. The second bit of knowledge would cost 1300 silver (rank 3).    Weaponsmith Lu Nagol charges this flat rate no matter how long it takes him to uncover the item´s history.    Research help:  Weaponsmith Lu Nagol loves finding the long stories behind every item brougth to him. He may even aid in finding rare information if asked and the story is good enough. However, his unwillingness to leave his shop may intercede any decision he makes.     Gaining a Supporter:  Playing your cards rigth migth get you the favor of gaining Weaponsmith Lu Nago as a Supporter  (ED1) Earthdawn Companion p. 126-128 (Type 2 Supporter).    Weaponsmiths Training for Advancment:   Weaponsmith Lu Nago, is committed to helping fellow Weaponsmith to gain higher circles and advancements for a standard fee,  (ED1) Earthdawn Rulebook p.  223,  includng training pledges, but not Ghost Master Ritual after death, after all Weaponsmith Lu Nago is a drake, a magical being.        ”So you want to advance to Journeyman Weaponsmith? Well, what is the names of my Thread Weapons and Tread Armors goods then? Good, and now my Dragon Mail?” (ED1) Earthdawn Companion p. 125. - Luc Nagol, The Drake Weaponsmith    
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    Forged Weapons ready for sale list                                                                                                                                     (+1 step to +3 steps) Melee                       Damage Step                                              Price                                                                                                                     Avalibility Weapon                  (+1/+2/+3)                                                  in silver                                                                                                          +2/+5/+9 Dagger                          3, 4, 5                                                   100, 300, 600                                                                       Unusual/Rare/Very Rare Dwarf Sword              4, 5, 6                                                    110, 310, 610                                                                       Unusual/Rare/Very Rare Whip                             4, 5, 6                                                    110, 310, 610                                                                       Unusual/Rare/Very Rare Short Sword              5, 6, 7                                                     116, 316, 616                                                                       Unusual/Rare/Very Rare Broad Sword             6, 7, 8                                                     125, 325, 625                                                                        Unusual/Rare/Very Rare Troll Sword               7, 8, 9                                                     150, 350, 650                                                                         Unusual/Rare/Very Rare 2-Hand Sword       8, 9, 10                                                  225, 425, 725                                                                       Unusual/Rare/Very Rare Hand-Axe                5, 6, 7                                                    115, 315, 615                                                                       Unusual/Rare/Very Rare Battle-Axe                  7, 8, 9                                                    135, 335, 635                                                                        Unusual/Rare/Very Rare Pole-Axe                     9, 10, 11                                            250, 450, 750                                                                         Unusual/Rare/Very Rare Pole-Arms                  9, 10, 11                                      200-275, 400-475, 700-775                                                                    Unusual/Rare/Very Rare Lance                           6, 7, 8                                                    250, 450, 750                                                                       Unusual/Rare/Very Rare Spear                           5, 6, 7                                                    105, 305, 605                                                                       Unusual/Rare/Very Rare Trispear                      6, 7, 8                                                    125, 325, 625                                                                        Unusual/Rare/Very Rare Sap                               2, 3, 4                                                    100, 300, 600                                                                        Unusual/Rare/Very Rare Quarter Staff             3, 4, 5                                                    105, 305, 605                                                                        Unusual/Rare/Very Rare Club                             4, 5, 6                                                    100, 300, 600                                                                        Unusual/Rare/Very Rare Mace                            5, 6, 7                                                    120, 320, 620                                                                         Unusual/Rare/Very Rare Flail                            6, 7, 8                                                     135, 335, 635                                                                        Unusual/Rare/Very Rare Spiked Mace             7, 8, 9                                                     1 40, 340, 640                                                                         Unusual/Rare/Very Rare Warhammer            8, 9, 10                                                   225, 425, 725                                                                         Unusual/Rare/Very Rare   Missile                    Damage Step                                                  Price                                                                                                           Avalibility Weapon                  (+1/+2/+3)                                                 in silver                                                                                                       +2/+5/+9 Blowgun                       2, 3, 4                                                    100, 300, 600                                                                       Unusual/Rare/Very Rare Sling                          4, 5, 6                                                    105, 305, 605                                                                       Unusual/Rare/Very Rare Troll Sling                5, 6, 7                                                    115, 315, 615                                                                        Unusual/Rare/Very Rare Windling Bow        4, 5, 6                                                    103, 303, 603                                                                       Unusual/Rare/Very Rare Short Bow                   4, 5, 6                                                    115, 315, 615                                                                        Unusual/Rare/Very Rare Longbow                     5, 6, 7                                                    160, 360, 660                                                                       Unusual/Rare/Very Rare Light Crossbow        5, 6, 7                                                    150, 350, 650                                                                        Unusual/Rare/Very Rare Med Crossbow       6, 7, 8                                                   200, 400, 800                                                                         Unusual/Rare/Very Rare Elven Warbow        6, 7, 8                                                  300, 500, 800                                                                        Unusual/Rare/Very Rare     Throw                     Damage Step                                                   Price                                                                                                            Avalibility Weapon                  (+1/+2/+3)                                                   in silver                                                                                                        +2/+5/+9 Darts                           2, 3, 4                                                   100, 300, 600                                                                            Unusual/Rare/Very Rare Bola                             4, 5, 6                                                   110, 310, 610                                                                           Unusual/Rare/Very Rare Throwing Axe          4, 5, 6                                                   125, 325, 625                                                                           Unusual/Rare/Very Rare Fligth Dagger           3, 4, 5                                                   125, 325, 625                                                                           Unusual/Rare/Very Rare Windling Spear    3, 4, 5                                                    145, 345, 645                                                                            Unusual/Rare/Very Rare Hawk Hatchet         5, 6, 7                                                    225, 425, 725                                                                           Unusual/Rare/Very Rare   Thread Weapons ready for sale list, include free thread name. Tread                                        Damage Step        Price                        Avalibility Weapon                                (with 1 threads)  in silver                     +2/+5/+9 Crystal Battel-Axe                      7               2 100        Unus/Rare/Ver.Ra Crystal Sword                              8               3 500        Unus/Rare/Ver.Ra Long Bow                                  5               1 900        Unus/Rare/Ver.Ra Maul Hammer                             8               2 200        Unus/Rare/Ver.Ra Prince Axe                                     7*              2 100        Unus/Rare/Ver.Ra Sling                                                 3               1 000        Unus/Rare/Ver.Ra Stone Broadsword                      6               4 500        Unus/Rare/Ver.Ra Stone Dagger                                4*              1 200        Unus/Rare/Ver.Ra Tree-Axe                                         7*              2 100        Unus/Rare/Ver.Ra Throwing Axe                               4               1 300        Unus/Rare/Ver.Ra Wrist Carvers                                3               2 000/pr  Unus/Rare/Ver.Ra