Chapter 9 & 10
Items & Weapons
The tools of survival in Azeroth — blades, firearms, armor, explosives and adventuring gear
Weapon Categories
All weapons fall into three proficiency tiers — Simple, Martial, and Exotic — and two usage types: Melee and Ranged. A character using a weapon they’re not proficient with takes a –4 penalty on attack rolls.
Weapons are also classified by how much effort they require to wield: Light (one hand, good for off-hand), One-Handed, or Two-Handed. Strength bonuses to damage scale with how you hold the weapon: ×1 for one-handed, ×1.5 for two-handed, ×0.5 for off-hand.
Glaives, lances, longspears, spiked chains, tauren halberds and whips are reach weapons — they can strike targets 10 feet away but cannot hit adjacent foes. Large creatures using reach weapons can strike up to 15–20 feet away.
Simple Weapons
All classes except arcanists are proficient with simple weapons by default.
| Weapon | Dmg (M) | Critical | Range | Weight | Type |
|---|---|---|---|---|---|
| Dagger | 1d4 | 19–20/×2 | 10 ft. | 1 lb. | Piercing |
| Gauntlet, spiked | 1d4 | ×2 | — | 1 lb. | Piercing |
| Mace, light | 1d6 | ×2 | — | 4 lb. | Bludgeoning |
| Sickle | 1d6 | ×2 | — | 2 lb. | Slashing |
| Club | 1d6 | ×2 | 10 ft. | 3 lb. | Bludgeoning |
| Mace, heavy | 1d8 | ×2 | — | 8 lb. | Bludgeoning |
| Morningstar | 1d8 | ×2 | — | 6 lb. | Bludgeoning & Piercing |
| Shortspear | 1d6 | ×2 | 20 ft. | 3 lb. | Piercing |
| Longspear (reach) | 1d8 | ×3 | — | 9 lb. | Piercing |
| Quarterstaff (double) | 1d6/1d6 | ×2 | — | 4 lb. | Bludgeoning |
| Spear | 1d8 | ×3 | 20 ft. | 6 lb. | Piercing |
| Crossbow, heavy | 1d10 | 19–20/×2 | 120 ft. | 8 lb. | Piercing |
| Crossbow, light | 1d8 | 19–20/×2 | 80 ft. | 4 lb. | Piercing |
| Dart | 1d4 | ×2 | 20 ft. | ½ lb. | Piercing |
| Javelin | 1d6 | ×2 | 30 ft. | 2 lb. | Piercing |
| Sling | 1d4 | ×2 | 50 ft. | 0 lb. | Bludgeoning |
Martial Weapons
Barbarians, paladins, scouts and warriors are automatically proficient with all martial weapons.
| Weapon | Cost | Dmg (M) | Critical | Range | Type |
|---|---|---|---|---|---|
| Handaxe | 6 gp | 1d6 | ×3 | — | Slashing |
| Kukri | 8 gp | 1d4 | 18–20/×2 | — | Slashing |
| Short sword | 10 gp | 1d6 | 19–20/×2 | — | Piercing |
| Throwing axe | 8 gp | 1d6 | ×2 | 10 ft. | Slashing |
| Battleaxe | 10 gp | 1d8 | ×3 | — | Slashing |
| Flail | 8 gp | 1d8 | ×2 | — | Bludgeoning |
| Longsword | 15 gp | 1d8 | 19–20/×2 | — | Slashing |
| Scimitar | 15 gp | 1d6 | 18–20/×2 | — | Slashing |
| Warblade | 35 gp | 1d10 | 19–20/×2 | — | Slashing |
| Greatsword | 50 gp | 2d6 | 19–20/×2 | — | Slashing |
| Greataxe | 20 gp | 1d12 | ×3 | — | Slashing |
| Maul (greatclub) | 5 gp | 1d10 | ×2 | — | Bludgeoning |
| Shortbow | 30 gp | 1d6 | ×3 | 60 ft. | Piercing |
| Longbow | 75 gp | 1d8 | ×3 | 100 ft. | Piercing |
| Composite longbow | 100 gp+ | 1d8 | ×3 | 110 ft. | Piercing |
Exotic Weapons
Exotic weapons require the Exotic Weapon Proficiency feat to use without penalty. Each feat covers one specific weapon or weapon group (e.g., all firearms).
| Weapon | Cost | Dmg (M) | Critical | Notes |
|---|---|---|---|---|
| Moonglaive | 150 gp | 1d8 | ×3 | Thrown 30 ft.; returns on miss |
| Moon sword | 100 gp | 1d8 | 19–20/×2 | Night elf weapon; +1 on attacks at night |
| Warglaive (double) | 200 gp | 1d6/1d6 | ×3/×3 | Night elf double weapon |
| Orcish double axe | 60 gp | 1d8/1d8 | ×3/×3 | Double weapon; two-handed only |
| Tauren totem | 40 gp | 2d6 | ×2 | Large two-handed bludgeoning |
| Spiked chain | 25 gp | 2d4 | ×2 | Reach 10 ft.; can use to trip/disarm |
| Bolas | 5 gp | 1d4 | ×2 | Thrown 10 ft.; can trip on hit |
| Net | 20 gp | — | — | Entangles target (Reflex DC 15 to escape) |
| Two-bladed sword | 100 gp | 1d8/1d8 | 19–20/×2 | Double weapon |
Firearms
A dwarven invention, firearms are powerful but dangerous. They are Exotic weapons — the Exotic Weapon Proficiency (firearms) feat covers all of them. Ironforge dwarves and goblins treat flintlock pistols and long rifles as martial weapons.
Firearms use a Malfunction Rating (MR). When you roll a number equal to or below the MR on your attack roll (before modifiers), the weapon misfires — it jams, misfires or explodes. A jam requires a full-round action to clear.
Ammunition for firearms is always destroyed when fired, even on a miss.
| Weapon | Cost | Dmg | Critical | Range | MR | Notes |
|---|---|---|---|---|---|---|
| Flintlock pistol | 300 gp | 1d10 | ×3 | 30 ft. | 1 | One-handed; reload standard action |
| Long rifle | 500 gp | 1d12 | ×4 | 200 ft. | 1 | Two-handed; reload full-round action |
| Blunderbuss | 400 gp | 3d6 | — | 20 ft. cone | 2 | No attack roll; Reflex DC 15 half; simple weapon |
| Pistol, repeating | 700 gp | 1d10 | ×3 | 30 ft. | 2 | Holds 6 shots; reload as standard |
1 lb. of gunpowder deals 2d6 fire damage to all within 5 feet (Reflex DC 18 for half). Each additional pound adds 2d6 and expands the radius by 5 feet. If you roll a natural 1 on a save against any fire effect, all gunpowder you are carrying detonates immediately.
Explosives & Gunpowder
| Item | Cost | Damage | Area | MR | Notes |
|---|---|---|---|---|---|
| Bomb | 100 gp | 3d6 fire | 10 ft. radius | 2 | Must be primed (DC 12 UTD); standard action to throw |
| Keg of gunpowder | 50 gp | 10d6 fire | 20 ft. radius | 1 | 15 lbs. of powder; fuse required |
| Powder horn | 10 gp | 2d6 fire | 5 ft. | 1 | 2 lbs. of powder; 32 shots |
| Refined gunpowder | +5 gp/shot | — | — | 1 | +1 enhancement bonus on damage rolls |
| Imbued gunpowder | +10 gp/shot | — | — | MR+1 | Waterproof; +1 attack & damage; counts as magic |
| Alchemist’s fire (flask) | 20 gp | 1d6 fire/rnd | Splash 5 ft. | — | Burns for 2 rounds; DC 15 Reflex to extinguish |
| Acid (flask) | 10 gp | 1d6 acid | Splash 5 ft. | — | Splash deals 1 acid to adjacent targets |
Armor
Armor adds to your Armor Class but imposes penalties on Agility-based skills and checks. The Maximum Agility Bonus limits how much of your Agility modifier applies to AC while wearing the armor. Armor Check Penalty applies to most physical skills.
Arcanists and healers cannot cast spells effectively in medium or heavy armor without the appropriate Armor Proficiency feat. Warriors and barbarians suffer no such restriction.
| Armor | Cost | AC Bonus | Max Agility | Check Penalty | Speed (30) | Weight |
|---|---|---|---|---|---|---|
| LIGHT ARMOR | ||||||
| Padded | 5 gp | +1 | +8 | 0 | 30 ft. | 10 lb. |
| Leather | 10 gp | +2 | +6 | 0 | 30 ft. | 15 lb. |
| Studded leather | 25 gp | +3 | +5 | –1 | 30 ft. | 20 lb. |
| Chain shirt | 100 gp | +4 | +4 | –2 | 30 ft. | 25 lb. |
| MEDIUM ARMOR | ||||||
| Hide | 15 gp | +3 | +4 | –3 | 20 ft. | 25 lb. |
| Scale mail | 50 gp | +4 | +3 | –4 | 20 ft. | 30 lb. |
| Chainmail | 150 gp | +5 | +2 | –5 | 20 ft. | 40 lb. |
| Breastplate | 200 gp | +5 | +3 | –4 | 20 ft. | 30 lb. |
| HEAVY ARMOR | ||||||
| Splint mail | 200 gp | +6 | +0 | –7 | 20 ft. | 45 lb. |
| Banded mail | 250 gp | +6 | +1 | –6 | 20 ft. | 35 lb. |
| Half-plate | 600 gp | +7 | +0 | –7 | 20 ft. | 50 lb. |
| Full plate | 1,500 gp | +8 | +1 | –6 | 20 ft. | 50 lb. |
Shields
| Shield | Cost | AC Bonus | Check Penalty | Weight |
|---|---|---|---|---|
| Buckler | 15 gp | +1 | –1 | 5 lb. |
| Shield, light wooden | 3 gp | +1 | –1 | 5 lb. |
| Shield, light steel | 9 gp | +1 | –1 | 6 lb. |
| Shield, heavy wooden | 7 gp | +2 | –2 | 10 lb. |
| Shield, heavy steel | 20 gp | +2 | –2 | 15 lb. |
| Shield, tower | 30 gp | +4 | –10 | 45 lb. |
Adventuring Gear
Standard gear available in most Alliance and Horde cities. In remote areas, expect to pay 2–4× the listed price. Goblins never accept barter — gold only.
| Item | Cost | Weight | Notes |
|---|---|---|---|
| Backpack | 2 gp | 2 lb. | Holds up to 60 lb. of gear |
| Bedroll | 1 sp | 5 lb. | Required for restful sleep in the wild |
| Rope, hemp (50 ft.) | 1 gp | 10 lb. | DC 23 Str to break |
| Rope, silk (50 ft.) | 10 gp | 5 lb. | DC 24 Str to break; easier to climb |
| Torch | 1 cp | 1 lb. | 20 ft. bright light, 40 ft. shadowy; lasts 1 hour |
| Lantern, bullseye | 12 gp | 3 lb. | 60 ft. cone of light; burns 6 hours per pint of oil |
| Oil (1 pint) | 1 sp | 1 lb. | Fuel for lanterns; can be used as splash weapon |
| Rations, trail (1 day) | 5 sp | 1 lb. | Dried and preserved food for one day |
| Waterskin | 1 gp | 4 lb. | Holds 1 day’s water supply |
| Healer’s kit | 50 gp | 1 lb. | 10 uses; +2 on Heal checks while supplies last |
| Thieves’ tools | 30 gp | 1 lb. | Required for Disable Device and Open Lock checks |
| Grappling hook | 1 gp | 4 lb. | Thrown; Use Rope DC 10 to set |
| Tent, small | 10 gp | 20 lb. | Shelter for 2 creatures; protects from weather |
| Spyglass | 1,000 gp | 1 lb. | +2 Spot checks at long range |
| Potion of Cure Light Wounds | 50 gp | — | Restores 1d8+1 HP |
| Potion of Cure Moderate Wounds | 300 gp | — | Restores 2d8+3 HP |
| Antitoxin (vial) | 50 gp | — | +5 alchemical bonus on Fortitude saves vs. poison for 1 hour |
| Holy water (flask) | 25 gp | 1 lb. | 2d4 damage to undead and evil outsiders on hit |
Currency & Trade
The standard exchange is: 100 copper = 10 silver = 1 gold. Alliance cities mint standardized coins; Horde cities accept any pure gold, including nuggets and dust. Goblins accept only gold — never barter.
Warrior: 6d4×10 gp · Paladin: 6d4×10 gp · Rogue: 4d4×10 gp · Mage/Arcanist: 3d4×10 gp · Healer: 4d4×10 gp · Barbarian: 4d4×10 gp · Hunter: 5d4×10 gp · Scout: 4d4×10 gp · Tinker: 5d4×10 gp