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Dragon Wars / The Game / Weapons & Armor

Equipment

During your adventure through Dilmun, you can collect a large assortment of equipment. Weapons, armor and relics are plenty. Below are lists of items you can collect, along with their stats, requirements and powers. Click a category to view a different list.

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Unique Item Locations

Item Location Use
Ankh Purchase from shop in Mud Toad Show Lansk Dragon
Bones Scorpion Bridge
Citizen Papers Purgatory (Arena); Slave Camp; Lansk Undercity, EZ Paperwork (100)
Dragon Gem Lansk Undercity (secret door) Show Ankh to Lansk Dragon
Enkidu Totem Mystic Wood (Island) Use Golden Boots to jump onto island
Golden Boots Mud Toad Create Wall around bubbling leak
Governors Pass Lansk; Lansk Undercity - EZ Paperwork Purchase for 200
IBM PS/2 Old Dock (statue) (none)
Jade Eyes Smuggler's Cove Fight
Kings Ticket Lansk Undercity - EZ Paperwork Purchase for 50
Lanac'Toor's Spectacles Lanac'Toor's Lab Stone Trunk, Stone Arms, Stone Head, Stone Legs, Soften Stone
Mushrooms Mystic Woods (none)
Signet Ring Snake Pit (none)
Silver Key Necropolis (Nergal) Give mushrooms to Nergal (in Necropolis)
Skull of Roba Sunken Ruins (under) Show at the Dwarf Clan Hall Forge
Soul Bowl College of Magic Enter and solve Magic College tests
Stone Arms Tars Ruins (none)
Stone Head Snake Pit (none)
Stone Legs Freeport (none)
Stone Trunk Necropolis (none)
Sword of Freedom Dwarf Clan Hall Use Roba's Skull at forge
Water Potion Magan Underworld (Isle of Woe) Use the Silver Key to free Irkalla

Weapon Locations

Weapon Desc./Req. Location
Archer's Bow Dex 18 Bridge between between Lansk and Isle of the Sun, Armory.
Axe of Kallah Str 18 Bridge between between Lansk and Isle of the Sun, Armory.
Barbed Flail Str 16 Mud Toad Treasure
Battle Wand Battle Power Lanac'toor's Laboratory
Black Helm Zak's Speed Kingshome Dungeon; Necropolis
Blow Horn Whirl Wind Phoeban Dungeon Treasure
Bomb (3) Magan Underworld (from entrance to mystic woods, 3 square west, 3 squares south)
Boomerang Bridge between between Lansk and Isle of the Sun, Armory.
Crush Mace Dwarf Clan Hall; Snake Pit
Dead Bolt (20) Necropolis
Dragon Helm Dragon Valley (Dragon's Nest); Dwarf Clan Hall; Salvation
Dragon Horn Rage of Mithras Dwarf Clan Hall
Dragon Plate Sunken Ruins (locker); Salvation
Dragon Shield Dragon Valley (Dragon's Nest); Lanac'toor's Laboratory
Dragon Sword Sunken Ruins (locker)
Dragon Tears Dragon Valley (Dragon's Nest)
Druids Mace Cure All Lansk
Fire Shield Kingshome Dungeon
Fire Spear Dex 14 Phoebus
Fire Sword Tar Ruins (Dead Hero)
Gatlin Bow Dex 10 Kingshome Dungeon
Gem Helm Bridge between between Lansk and Isle of the Sun, Armory.
Grand Sword Snake Pit
Gray Arrows (20) Kingshome Dungeon
Heavy Sword Salvation
Holy Lance (sword) Dragon Valley (Dragon's Nest)
Holy Mace Exorcism Spell Bridge between between Lansk and Isle of the Sun, Armory.
Holy Spear Necropolis (Nergal)
Ice Wand Old Dock
Lance Sword Str 12 Siege Camp
Long Bolt (20) Bynzanople Dungeon
Luck Wand Snake Pit
Lucky Boots Mud Toad Teasure
Mage Ring Low magic 3 needed to use Kingshome Dungeon
Mage Staff Salvation
Magic Arrow (20) SE Game Preserve
Magic Axe Kingshome Dungeon
Magic Bow dex 10 Snake Pit; Use Signet Ring with Game Keeper at Game Preserve
Magic Chain Necropolis; Bynzanople Dungeon
Magic Cloth need low magic 1 to use, Mage Light Phoebus
Magic Lamp Light Slave Estate
Magic Plate Phoebus
Magic Shield Phoebus; Bynzanople Dungeon
Magic Quiver Endless Arrows & Mage Fire spell Phoeban Dungeon Treasure
Magic Ring Whirl Wind
Phoeban Dungeon Treasure
Magic Shield Scorpion Bridge
Mega Bolt
Snake Pit
Mountain Sword mountain lore (2-handed) Mud Toad Treasure
Old Peg Leg
Smuggler's Cove
Ruby Dagger Str 3 Slave Camp; Slave Estate
Rusty Axe Str 18 Magan Underworld (from entrance to mystic woods, 3 square west, 3 squares south); Kingshome Castle
Silver Arrow Siege Camp
Silver Gloves Siege Camp
Slicer Str 17 (sword) Magan Underworld (near fires)
Speed Wand Zak's Speed Magan Underworld (from entrance to mystic woods, 3 square west, 3 squares south)
Spell Staff Dwarf Clan Hall; Freeport (Order of the Sword)
Spiked Flail Dwarf Clan Hall; Sunken Ruins
Spiked Mace Salvation
Throw Mace Kingshome Dungeon
Tri-cross (crossbow) Phoebus
Trident Sunken Ruins (locker)
War Axe Slave Camp
War Flail Slave Camp
White Arrow Slave Camp

Axes

Below are stats for the various axes that can be found in the game, ordered by power.

Weapon Cost Dmg. Req. Notes
Small Pick 50 1d4 Str 4
Pick 60 1d6 Str 7
Hand Axe 60 1d6 Str 5
Battle Axe 70 1d12 Str 17 -1 AV
War Axe 700 1d12 Str 18 -3 AV
Rusty Axe 2000 1d20 Str 18 -3 AV
Axe of Kalah 7000 1d12 Str 18 +4 AV; 1d20 at 20'-50'
Magic Axe 700 1d30 Str 20 +1 AV
Nature Axe 1d30 Str 18 -6 AV

Flails

Below are stats for the various flails that can be found in the game, ordered by power.

Weapon Cost Dmg. Req. Notes
Flail 40 1d6 Str 10
War Flail 400 1d12 Str 10
Bladed Flail 1000 1d12 Str 10
Runed Flail 2000 1d20 Str 14 +2 AV, +1 AC
Barbed Flail 2000 1d30 Str 16 +2 AC
Spiked Flail 3000 4d20 Str 16 +2 AV, +1 AC

Swords

Below are stats for the various swords that can be found in the game, ordered by power.

Weapon Cost Dmg. Req. Notes
Dagger 30 1d4 Str 3 +1 AV
Ruby Dagger 40 1d4 Str 3 +3 AV
Shortsword 50 1d6 Str 8 +1 AV
Broadsword 60 1d8 Str 12 +1 AV
Hook 60 1d8 Str 10 +1 AV
Firesword 900 1d12 Str 17 +2 AV, +1 AC
Lance Sword 60 1d20 Str 12 +1 AV, can melee at 20'
The Slicer -- 1d30 Str 17 +4 AV, +2 AC
Glow Sword 1d30 Str 24 +1 AV
Dragon Tooth 2d20 Str 12 +8 AV, +2 AC, can attack at 60'
Freedom Sword 1d100 Str 15 +15 AV, +5 AC, casts Inferno if blessed

Two Handed Weapons

Below are stats for the various two-handed weapons that can be found in the game, ordered by power.

Weapon Cost Dmg. Req. Notes
Polearm 90 1d10 Str 13 +1 AV
Greatsword 80 1d12 Str 17 +1 AV
Magic Sword 80 1d12 Str 17 +1 AV
Grand Sword 5000 2d12 Str 22 +1 AV
Mountain Sword 2000 1d30 -- +3 AV, +2 AC, requires Mountain Lore 2
Holy Lance 9000 3d20 Str 13 +4 AV
Heavy Sword 8d10 Str 25 -3 AV
Dragon Sword 5000 4d20 Str 21 +3 AV

Maces

Below are stats for the various maces that can be found in the game, ordered by power.

Weapon Cost Dmg. Req. Notes
Mace 40 1d8 Str 10
Old Peg Leg 200 1d8 Str 10 +1 AV
Hammer 40 1d10 Str 12
Long Mace 2000 1d20 Str 15 +1 AV, can melee at 20'
Holy Mace 4000 1d20 Str 12 +2 AV, +1 AC, casts Exorcism
Druid Mace 2000 1d20 Str 12 +2 AV, +2 AC, casts Cure All
Throw Mace 4000 2d12 Str 18 +1 AV, 1d12 at 20'-30'
Spiked Mace 2d20 Str 18
Crush Mace 4000 4d10 Str 15
Spell Staff 7000 ? -- +5 AV, +8 AC, requires Low Magic 1

Bows

Below are stats for the various bows that can be found in the game, ordered by power.

Weapon Cost Range Req. Notes
Bow 60 20' Dex 10
Long Bow 90 40' Dex 14 +1 AV
Great Bow 310 50' Dex 16 +2 AV
Archer's Bow 900 50' 18 Dex +3 AV
Magic Bow 60 70' Dex 10 +4 AV
Gatlin Bow 60 20' Dex 10 Option to fire 1, 3, or all arrows

Crossbows

Below are stats for the various crossbows that can be found in the game, ordered by power.

Weapon Cost Range Req. Notes
Crossbow 60 30' Dex 12
Tri-Cross 600 30' Dex 15 +1 AV; Option to fire 1 or 3 bolts

Amunition

Below are stats for the ammunition that can be found in the game, ordered by power.

20 arrows/bolts in a normal quiver.

Ammo Cost Dmg Notes
Arrow 50 1d6
White Arrow 150 1d8
Silver Arrow 500 1d12
Grey Arrow 50 1d20
Magic Arrow 700 1d20
Magic Quiver 50 1d4 Infinite number of arrows
Ammo Cost Dmg Notes
Bolt 60 1d4
Long Bolt 200 1d4 +20' range
Pierce Bolt 1200 1d6 +1 AV
Mega Bolt 600 1d20
Dead Bolt 100 1d20 Can be replenished with the Charger spell

Thrown Weapons

Below are stats for the various thrown weapons that can be found in the game, ordered by power.

Weapon Cost Range Req Dmg
Javelin 40 30' Dex 12 1d6
Spear 40' Dex 12 1d8
Holy Spear 40 ? Dex 14 ?
Bomb 200 10' -- ?
Fire Spear 400 50' Dex 14 1d12
Boomerang (Bridge) 700 50' Dex 12 1d12
Boomerang (Kingshome Dungeon) 2000 50' Dex 14 2d20
Barbed Spear 4000 40' Dex 16 1d20
Trident 4000 40' Dex 15 2d20; Not lost when used in combat

Armor

Below are stats for the various armor sets that can be found in the game, ordered by power.

Full Armor

Armor Cost AC AV Notes
Cloth Armor 25 +1 0
Leather Armor 50 +3 -1
Brigandine 80 +4 -1
Scale Armor 250 +6 -2
Chain Armor 310 +7 -3
Plate Armor 3100 +10 -5
Heavy Plate 4000 +12 -6
Pilgram Garb 20 +1 0
Royal Robe 2000 +1 0
Mage Cloth 2500 +3 0 requires Low Magic 1; casts Mage Light
Magic Chain 6000 +7 0
Magic Plate 50000 +10 -2
Dragon Plate 3100 +14 -3

Armor Pieces

Below are stats for the various armor pieces that can be found in the game, ordered by power.

Armor Cost AC AV Notes
Guantlets 700 +2 0
Helm 1000 +1 0
Helm 1000 +1 0
Shield 1000 +2 0 Req. Str 10
Large Shield 1000 +3 -2 Req. Str 12
Gem Helm 2000 +2 0
Lucky Boots 2000 +1 0
Silver Gloves 2000 +3 0
Black Helm 3000 +3 0 Casts Zak's Speed
Fire Shield 5000 +2 -2 Req. Str 12
Dragon Helm 7000 +4 -1
Magic Shield 10000 +4 0 Req. Str 10
Dragon Shield 12000 +5 0 Req. Str 10
Golden Boots -- +2 0 Multiple Quest Uses

Magic Items

Below are stats for the various magic items that can be found in the game.

Item Cost Notes
Healing Potion varies Casts Heal, can be charges depside being a potion
IBM PS/2 100 +4 AC; Casts Guidance, infinite number of charges
Dragon Stone 250 Restores 20 power
Wand 400 Casts Major Healing
Beast Horn 500 Casts Beast Call
Ice Wand 2000 Casts Ice Chill
Luck Wand 2000 Casts Luck; infinite number of charges
Mage Ring 2000 +1 AV, +4 AC; requires Low Magic 3
Speed Wand 2000 Casts Zak's Speed
Battle Wand 3000 Casts Battle Power
Dragon Horn 6000 Casts Rage of Mithras
Blow Horn -- Casts Whirl Wind
Magic Lamp -- Casts Mage Light
Magic Ring -- +1 AV, +2 AC; Casts Whirl Wind

Useless Items

Below are some items that you find in the game, which serve no purpose. Considering that inventory space is very valueable, you would be wish to sell (or discard) these item's as soon as possible.

Item Name
Parrot
Driftwood
Flotsam
Crown
Rare Books
Jewels
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