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Club of the Holy Flame (ML10)

Weapon Type Club
Damage 1d6 Bludgeon, Good
Critical Roll (5%) 20-20 / x2
Proficiency Simple Weapon Proficiency
Minimum Level 10
Description This club glows faintly and is inscribed with religious markings.
Material Wood
Durability 150
Weight 3.00 lbs
Effects
  • -1: This weapon is less well-made than normal, giving a -1 penalty to attack and damage rolls.
  • Starter: Starter equipment cannot be traded, sold, or crafted.
  • Potency: Passive: +44 Equipment Bonus to each Spell Power. (Universal Spell Power is a different statistic.)
  • Greater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good aligned characters.

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Club of the Holy Flame (ML10)
Club of the Holy Flame (ML10)
Club
Equips to: Main Hand, Off Hand
Simple Weapon Proficiency
Minimum Level: 10
Base Damage Rating: 2.62
Damage: 1d6 Bludgeon, Good
Critical Roll: (5%) 20-20 / x2
-1: This weapon is less well-made than normal, giving a -1 penalty to attack and damage rolls.
Starter: Starter equipment cannot be traded, sold, or crafted.
Potency: Passive: +44 Equipment Bonus to each Spell Power. (Universal Spell Power is a different statistic.)
Greater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good aligned characters.
Durability: 150 / 150
Wood (Hardness: 15)
This club glows faintly and is inscribed with religious markings.