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Name
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Benefits
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Drawbacks
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Notes
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Null Rod
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+ Deals 18 brute damage on hit, and 10 when thrown.
+ Fits in pockets and the belt slot.
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- None
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The default null rod that all others are balanced against. Unless otherwise stated, all other rods deal 18 brute damage (10 when thrown) and provide magic immunity.
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God Hand
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+ Deals burn damage instead of brute.
+ Can't be stolen from you.
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- Can't be dropped once equipped.
- Deletes itself if you lose your arm.
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Has a similar appearance to a Cultist's stun hand.
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Chainsaw Hand
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+ Can be used as a (slower) saw tool.
+ Can (slowly) butcher things.
+ Can't be stolen from you without dismemberment.
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- Can't be dropped once equipped, unless you lose your arm.
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Red Staff
Blue Staff
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+ While held, 50% block chance.
+ Projects a snazzy shield.
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- Deals 5 brute damage on hit.
- Can only be worn in the backpack slot.
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Holy Claymore
Hanzo Steel
Dark Blade
Force Weapon
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+ While held, 30% melee block chance.
+ Sharp.
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- Can only be worn in the backpack and belt slots.
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All four have identical stats but different appearances and sounds.
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Light Energy Sword
Dark Energy Sword
Nautical Energy Sword
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+ While held, 30% melee block chance.
+ Sharp.
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- Can only be worn in the belt slot.
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Shares an appearance and sounds with the standard energy sword/cutlass. Can't be sheathed, though.
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Extradimensional Blade
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+ While held, 30% melee block chance.
+ Sharp.
+ Deals up to 30 damage on hit...
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- Can only be worn in the backpack slot.
- ...but as low at 1 damage.
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Damage dealt is randomized each hit.
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High Frequency Blade
Dormant Spellblade
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+ 35 armor penetration.
+ Sharp.
+ Significant bonus to butchering.
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- Can only be worn in the backpack slot.
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Identical save for appearance and sounds.
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Possessed Blade
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+ 35 armor penetration.
+ Sharp.
+ Significant bonus to butchering.
+ Can be used in-hand to invite a ghost to possess it.
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- Can only be worn in the backpack slot.
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Identical to the HFB/Spellblade, but allows a dead player to possess it. Whoever possesses it can rename the blade, and can talk, but can't do much else on their own besides be your sword buddy.
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Chainsaw Sword
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+ While held, 30% melee block chance.
+ Sharp.
+ Can be used as a (slower) saw tool.
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- Can only be worn in the belt slot.
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UNREAL SORD
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+ Can be worn in the belt slot.
+ KICKIN' RAD
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- Deals 4.13 damage on hit.
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This thing is an unimaginable piece of shit.
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Relic War Hammer
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+ Can test the brain health of others by buckling them to a chair, aiming for the legs, and right-clicking them.
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- Can only be worn in the belt slot.
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Dark Blessing
Unholy Blessing
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+ Significant bonus to wounding unprotected body parts.
+ Sharp.
+ Can't be stolen from you without dismemberment.
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- Worse at butchering than most sharp objects.
- Negative penalty to wounding protecting body parts.
- Can't be dropped once equipped, unless you lose your arm.
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The Dark Blessing is identical to a changeling's armblade, and the Unholy Blessing to a changeling's tentacle arm.
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Clown Dagger
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+ Sharp.
+ Fits in pockets and the belt slot.
+ Honk!
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- None, surprisingly.
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Honk!
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Hypertool
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+ Deals brain damage instead of brute.
+ Fits in pockets and the belt slot.
+ 35 armor penetration.
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- Brain damage only has an effect at high levels, so it's arguably worse for killing people.
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Holy Whip
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+ Super effective against vampires.
+ Fits in the belt slot.
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- None.
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Atheist's Fedora
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+ Can be worn on your head.
+ Sharp.
+ 30 damage when thrown.
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- Deals 0 melee damage.
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Carp-Sie Plushie
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+ The first time it's used in-hand by a holy priest, it grants Carp-Sie's blessing, making wild carp friendly.
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- Deals 15 brute damage (3 less).
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Monk's Staff
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+ While held, 40% melee block chance.
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- Deals 15 brute damage (3 less).
- Can only be worn in the backpack slot.
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Arrhythmic Knife
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+ Randomly speeds you up when held.
+ Sharp.
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- Randomly slows you down when held.
- Can't be equipped anywhere or put in backpacks.
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Unholy Pitchfork
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+ Sharp.
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- Can only be worn in the backpack slot.
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Pride-Struck Hammer
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+ Deals 15 damage when thrown.
+ 30% chance on hit to transfer some chemicals in the wielder's body to the target.
+ Can test the brain health of others by buckling them to a chair, aiming for the legs, and right-clicking them.
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- Deals 16 brute damage (2 less).
- Can only be worn in the backpack slot.
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Ancient Spear
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+ 10 armor penetration.
+ Pointy.
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- Can only be worn in the belt slot.
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Never forget what those Nar'Sian cultists did to our boy Rat'var.
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Egyptian Staff
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+ Can be worn in the backpack slot.
+ Enables crafting exclusive Mummification clothes.
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- Can't fit in pockets.
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Nullray
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+ Holds 5 shots, each dealing 18 damage.
+ Can be reloaded via prayer.
+ Is a gun.
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- Can only be chosen and fired by becoming fully burdened in the Punished God sect and becoming a psyker, before transforming your rod.
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More of a reward for a challenge sect than a normal choice. The name and description are chosen randomly.
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Divine Bow
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+ Fires arrows that deal 20 brute and have a chance to wound. Comes with 10 arrows and a quiver.
+ Arrows can be coated in 5u of any reagent by dipping them in containers.
+ Adherents to the Pyre Sect can use the Blazing Star rite to upgrade arrows to blazing star arrows, that ignite targets and explode already burning ones.
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- Arrows must be inserted into the bow, and the bow drawn, before every shot.
- If not recovered after use, only 10 arrows are granted.
- The bow can only be worn in the backpack slot, and the quiver in the belt slot.
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Vorpal Scythe
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+ Once implanted into an arm, can be retracted and extended at will.
+ Has a 2 tile range.
+ 50 armor penetration.
+ Sharp.
+ 10 wound bonus (15 against exposed bodyparts).
+ Right click a humanoid while not on combat mode to, after 15 seconds, perform a death knell and decapitate them.
+ Performing a death knell on a sentient humanoid empowers the blade for 2 minutes, granting 20 brute damage on hit.
+ The heads of decapitated victims become haunted.
+ Bonus damage against plants.
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- 10 brute damage on hit unless satisfied.
- Attempting to retract the scythe when it isn't empowered (for 2 minutes after a death knell) or sated (for 4 minutes after attacking a non-monkey creature) causes it to attack you, dealing 25 brute damage with a chance to wound.
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Possessed Chainsaw Sword
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+ 30 damage on hit.
+ 35 armor penetration.
+ Sharp.
+ Significant bonus to butchering.
+ Can be used as a saw tool.
+ Can be used in-hand to invite a ghost to possess it.
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- Can only be worn in the belt slot.
- Only available to ERTs.
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