New Weapons and Accessories for the Armory

1) Torch 

25 gold coins.
Pack of 5 lights. Useful in dark places.  It takes a free hand to hold a torch or lantern. Will only illuminate the tile the holder is on, plus one in front of the Hero and one behind. Illuminates a 4-space radius in rooms. Any Hero may swing torches as weapons.  The Hero swinging the torch may roll two attack dice. Each hit, though, reduces the life of the torch by one turn. A torch lasts for 10 turns. You may not use a shield, a staff, a spear or any two-handed weapon when using this accessory.

2) Lantern  

200 gold coins.
It takes a free hand to hold a torch or lantern. Will illuminate the tile the holder is on, plus two in front of the Hero and two behind. Illuminate entire rooms. A lantern lasts for 50 turns. You may not use a shield, a staff, a spear or any two-handed weapon when use this accessory.

3) Lamp Oil Refill

130 gold coins
This Bottle holds enough Oil to refill a Lantern.  The refilled Lantern will last for the duration of one quest.


4) Boomerang

125 gold coins
This long-range magical weapon gives you 2 combat dice. You may throw it at any monster within your line of sight. However you cannot throw it at a monster that is adjacent to you. This weapon always returns to your hands.

5) Whip

450 gold coins
This whip gives you the attack strength of 3 combat dice. 


6) Spear

175 gold coins
This long sharp stone spear gives you the attack strength of 2 combat dice. Because of its length, the spear enables you to attack diagonally. A spear can also be thrown at any monster you can "see" but is lost once it is thrown. You may not use a shield, a staff, a torch or lantern when using this weapon.

7) Leather Armor

500 gold coins
This strong leather armor gives you 1 extra die in defense.  May not be used by the Wizard.

8)Morning Star

600 gold coins
This powerful whip-mace gives you the attack strength of 4 combat dice. This enables you to attack diagonally. May not be used by the Wizard.
