|
Enhancement Bonus | Market Price 1 |
|
+1 | +2,000 gp |
|
+2 | +8,000 gp |
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+3 | +18,000 gp |
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+4 | +32,000 gp |
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+5 | +50,000 gp |
|
+6 | +720,000 gp |
|
+7 | +980,000 gp |
|
+8 | +1,280,000 gp |
|
+9 | +1,620,000 gp |
|
+10 | +2,000,000 gp |
|
Specific weapon 2 | |
|
Melee weapon with special ability and roll again3 | |
|
Ranged weapon with special ability and roll again3 | |
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Roll on Table: Epic Weapons | |
1 This price is for 50 arrows, crossbow bolts, or sling bullets. | ||
2 See Table: Specific Weapons. | ||
3 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons. |
|
Enhancement Bonus | Market Price |
|
+11 | +2,420,000 gp |
|
+12 | +2,880,000 gp |
|
+13 | +3,380,000 gp |
|
+14 | +3,920,000 gp |
|
+15 | +4,500,000 gp |
|
+16 | +5,120,000 gp |
|
+17 | +5,780,000 gp |
|
+18 | +6,480,000 gp |
|
+19 | +7,220,000 gp |
|
+20 | +8,000,000 gp |
|
Roll again and add +10 to bonus1 | 2 |
1This is cumulative if rolled multiple times. | ||
2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp. |
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Weapon Type |
|
Roll on Table: Common Melee Weapon |
|
Roll on Table: Uncommon Melee Weapons |
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Roll on Table: Ranged Weapons |
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Weapon1 | Weapon Cost2 |
|
Dagger | +302 gp |
|
Greataxe | +320 gp |
|
Greatsword | +350 gp |
|
Kama | +302 gp |
|
Longsword | +315 gp |
|
Mace, light | +305 gp |
|
Mace, heavy | +312 gp |
|
Nunchaku | +302 gp |
|
Quarterstaff 3 | +600 gp |
|
Rapier | +320 gp |
|
Scimitar | +315 gp |
|
Shortspear | +302 gp |
|
Siangham | +303 gp |
|
Sword, bastard | +335 gp |
|
Sword, short | +310 gp |
|
Waraxe, dwarven | +330 gp |
All magic weapons are masterwork weapons. | ||
1 For weapons normally made of steel, roll d% to determine material: 01-85 steel; 86-99 adamantine; 100 other. Adjust price accordingly. | ||
2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
3 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%) and it has no special abilities. |
|
Weapon1 | Weapon Cost 2 |
|
Axe, orc double3 | +660 gp |
|
Battleaxe | +310 gp |
|
Chain, spiked | +325 gp |
|
Club | +300 gp |
|
Crossbow, hand | +400 gp |
|
Crossbow, repeating | +550 gp |
|
Dagger, punching | +302 gp |
|
Falchion | +375 gp |
|
Flail, dire 3 | +690 gp |
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Flail, heavy | +315 gp |
|
Flail, light | +308 gp |
|
Gauntlet | +302 gp |
|
Gauntlet, spiked | +305 gp |
|
Glaive | +308 gp |
|
Greatclub | +305 gp |
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Guisarme | +309 gp |
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Halberd | +310 gp |
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Halfspear | +301 gp |
|
Hammer, gnome hooked 3 | +620 gp |
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Hammer, light | +301 gp |
|
Handaxe | +306 gp |
|
Kukri | +308 gp |
|
Lance, heavy | +310 gp |
|
Lance, light | +306 gp |
|
Longspear | +305 gp |
|
Morningstar | +308 gp |
|
Net | +320 gp |
|
Pick, heavy | +308 gp |
|
Pick, light | +304 gp |
|
Ranseur | +310 gp |
|
Sap | +301 gp |
|
Scythe | +318 gp |
|
Shuriken | +301 gp |
|
Sickle | +306 gp |
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Sword, two-bladed 3 | +700 gp |
|
Trident | +315 gp |
|
Urgrosh, dwarven 3 | +650 gp |
|
Warhammer | +312 gp |
|
Whip | +301 gp |
All magic weapons are masterwork weapons. | ||
1 For weapons normally made of steel, roll d% to determine material: 01-85 steel; 86-99 adamantine; 100 other. Adjust price accordingly. | ||
2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
3 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100) and it has no special abilities. |
|
Weapon | Weapon Cost 1 |
|
Ammunition | |
|
Arrows (50) | +350 gp |
|
Bolts, crossbow (50) | +350 gp |
|
Bullets, sling (50) | +350 gp |
|
Axe, throwing | +308 gp |
|
Crossbow, heavy | +350 gp |
|
Crossbow, light | +335 gp |
|
Dart | +300 gp 5 sp |
|
Javelin | +301 gp |
|
Shortbow | +330 gp |
|
Shortbow, composite | +375 gp |
|
Shortbow, composite (+1 Str bonus) | +450 gp |
|
Shortbow, composite (+2 Str bonus) | +525 gp |
|
Sling | +300 gp |
|
Longbow | +375 gp |
|
Longbow, composite | +400 gp |
|
Longbow, composite (+1 Str bonus) | +500 gp |
|
Longbow, composite (+2 Str bonus) | +600 gp |
|
Longbow, composite (+3 Str bonus) | +700 gp |
|
Longbow, composite (+4 Str bonus) | +800 gp |
All magic weapons are masterwork weapons. | ||
1 Add to enhancement bonus on Table: Weapons to determine total market price. |
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Special Ability | Market Price Modifier 1 |
|
Acidic blast | +6 bonus |
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Fiery blast | +6 bonus |
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Icy blast | +6 bonus |
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Lightning blast | +6 bonus |
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Mighty disruption | +6 bonus |
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Sonic blast | +6 bonus |
|
Dread | +7 bonus |
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Anarchic power | +8 bonus |
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Everdancing | +8 bonus |
|
Holy power | +8 bonus |
|
Axiomatic power | +8 bonus |
|
Unholy power | +8 bonus |
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Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table. | |
|
Roll twice on nonepic magic item Table: Melee Weapon Special Abilities. | |
|
Roll twice again2 | |
1 Add to enhancement bonus on Table: Epic Weapons to determine total market price. | ||
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
|
Special Ability | Market Price Modifier 1 |
|
Acidic blast | +6 bonus |
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Distant shot | +6 bonus |
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Fiery blast | +6 bonus |
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Icy blast | +6 bonus |
|
Lightning blast | +6 bonus |
|
Sonic blast | +6 bonus |
|
Triple-throw | +6 bonus |
|
Unerring accuracy | +6 bonus |
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Dread | +7 bonus |
|
Anarchic power | +8 bonus |
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Holy power | +8 bonus |
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Axiomatic power | +8 bonus |
|
Unholy power | +8 bonus |
|
Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table. | |
|
Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities. | |
|
Roll twice again2 | |
1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
|
Specific Weapon | Market Price |
|
Stormbrand | 235,350 gp |
|
Quarterstaff of alacrity | 462,600 gp |
|
Souldrinker | 478,335 gp |
|
Backstabber | 770,310 gp |
|
Mace of ruin | 1,000,312 gp |
|
Gripsoul | 1,856,500 gp |
|
Elven greatbow | 2,900,400 gp |
|
Finaldeath | 3,580,308 gp |
|
Chaosbringer | 4,025,350 gp |
|
Holy devastator | 4,620,315 gp |
|
Unholy despoiler | 4,620,315 gp |
|
Everwhirling chain | 5,220,325 gp |