Weapon Quality

It is possible to construct weapons of different quality than just average.

Poor quality weapons are shabbily made. They look bad, and like the flawed weapons described above, they break on a natural attack roll of 1 to 5. They don't hit as well (this is a penalty to the attack roll) or do as much damage (penalty to the damage) as their average-quality equivalents.

Average quality weapons are not especially notable; they get the job done, they're reliable, and they're inexpensive. Unless otherwise noted, all (non-magical) weapons listed on charts in the AD&D® game are of average quality.

Fine quality weapons are very well-made. Each will have one specific bonus: Either a +1 to attack rolls or a +1 to damage. This bonus is not magical; it comes from improved balance, sharpness, etc. (The weaponsmith determines, when he's making the weapon, whether he's trying to make it more accurate or make it hit harder.) They also cost a lot more than average weapons. Enchantments are typically made on weapons of at least Fine quality.

Exceptional quality weapons are like fine weapons, but have both bonuses: They're +1 to attack rolls and +1 to damage. They're also very expensive.

The following list, adapted from the list on
page 65, shows the differences in cost and time to create weapons of these different levels of quality.



Time to Construct

Weapon Type
Poor
Average
Fine
Exceptional
Arrowhead
20/day
10/day
5/day
1/day
Battle Axe
5 days
10 days
20 days
45 days
Hand Axe
2 days
5 days
10 days
20 days
Dagger
3 days
5 days
10 days
20 days
H. Crossbow
10 days
20 days
45 days
90 days
L. Crossbow
8 days
15 days
30 days
60 days
Fork, Trident
10 days
20 days
45 days
90 days
Spear, Lance
2 days
4 days
10 days
20 days
Short Sword
10 days
20 days
45 days
90 days
Long Sword
15 days
30 days
60 days
120 days
Sword
20 days
45 days
90 days
180 days


Effects On

Mod. to Prof

Performance

Check to
Weapon Quality
Attack
Damage
Breaks
Craft
Poor
–1
–1
1–5 on d20
+2
Average
0
0
1 on d20*
0
Fine
+1
+1
**
–2
Exceptional
+1
+1
**
–4

* This isn't an automatic break; it breaks only if the DM feels like it.

** Fine weapons get either a +1 to attack rolls or +1 to damage, not both. Fine and Exceptional weapons break only in remarkable circumstances, as dictated by the DM (for example, a powerful enemy rolling a natural 20 when hitting the weapon, or the character rolling a natural 1 when striking at an artifact).

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