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Epic Weapon Base Price

To find the base price of an epic magic weapon, roll on Table: Weapons. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weapons to determine price.

Table: Weapons

d%Enhancement BonusMarket Price****1
01–03+1+2,000 gp
04–07+2+8,000 gp
08–13+3+18,000 gp
14–20+4+32,000 gp
21–28+5+50,000 gp
29–36+6+720,000 gp
37–43+7+980,000 gp
44–49+8+1,280,000 gp
50–53+9+1,620,000 gp
54–56+10+2,000,000 gp
57–61Specific weapon2
62–80Melee weapon with special ability and roll again3
81–99Ranged weapon with special ability and roll again3
100Roll on Table: Epic Weapons
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
2 See Table: Specific Weapons.
3 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.

Table: Epic Weapons

d%Enhancement BonusMarket Price
01–21+11+2,420,000 gp
22–39+12+2,880,000 gp
40–54+13+3,380,000 gp
55–66+14+3,920,000 gp
67–76+15+4,500,000 gp
77–84+16+5,120,000 gp
85–90+17+5,780,000 gp
91–94+18+6,480,000 gp
95–97+19+7,220,000 gp
98–99+20+8,000,000 gp
100Roll again and add +10 to bonus12
1This is cumulative if rolled multiple times.
2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp.

Table: Weapon Type Determination

d%Weapon Type
01–70Roll on Table: Common Melee Weapon
71–80Roll on Table: Uncommon Melee Weapons
81–100Roll on Table: Ranged Weapons

Table: Common Melee Weapons

d%Weapon****1Weapon Cost****2
01–04Dagger+302 gp
05–14Greataxe+320 gp
15–24Greatsword+350 gp
25–28Kama+302 gp
29–41Longsword+315 gp
42–45Mace, light+305 gp
46–50Mace, heavy+312 gp
51–54Nunchaku+302 gp
55–57Quarterstaff 3+600 gp
58–61Rapier+320 gp
62–66Scimitar+315 gp
67–70Shortspear+302 gp
71–74Siangham+303 gp
75–84Sword, bastard+335 gp
85–89Sword, short+310 gp
90–100Waraxe, dwarven+330 gp
All magic weapons are masterwork weapons.
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly.
2 Add to enhancement bonus on Table: Weapons to determine total market price.
3 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities.

Table: Uncommon Melee Weapons

d%Weapon****1Weapon Cost****2
01–03Axe, orc double3+660 gp
04–07Battleaxe+310 gp
08–10Chain, spiked+325 gp
11–12Club+300 gp
13–16Crossbow, hand+400 gp
17–19Crossbow, repeating+550 gp
20–21Dagger, punching+302 gp
22–23Falchion+375 gp
24–26Flail, dire 3+690 gp
27–31Flail, heavy+315 gp
32–35Flail, light+308 gp
36–37Gauntlet+302 gp
38–39Gauntlet, spiked+305 gp
40–41Glaive+308 gp
42–43Greatclub+305 gp
44–45Guisarme+309 gp
46–48Halberd+310 gp
49–51Halfspear+301 gp
52–54Hammer, gnome hooked 3+620 gp
55–56Hammer, light+301 gp
57–58Handaxe+306 gp
59–61Kukri+308 gp
62–63Lance, heavy+310 gp
64–65Lance, light+306 gp
66–67Longspear+305 gp
68–70Morningstar+308 gp
71–72Net+320 gp
73–74Pick, heavy+308 gp
75–76Pick, light+304 gp
77–78Ranseur+310 gp
79–80Sap+301 gp
81–82Scythe+318 gp
83–84Shuriken+301 gp
85–86Sickle+306 gp
87–89Sword, two-bladed 3+700 gp
90–91Trident+315 gp
92–94Urgrosh, dwarven 3+650 gp
95–97Warhammer+312 gp
98–100Whip+301 gp
All magic weapons are masterwork weapons.
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly.
2 Add to enhancement bonus on Table: Weapons to determine total market price.
3 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities.

Table: Ranged Weapons

d%WeaponWeapon Cost****1
01–10Ammunition
01–50Arrows (50)+350 gp
51–80Bolts, crossbow (50)+350 gp
81–100Bullets, sling (50)+350 gp
11–15Axe, throwing+308 gp
16–25Crossbow, heavy+350 gp
26–35Crossbow, light+335 gp
36–39Dart+300 gp 5 sp
40–41Javelin+301 gp
42–46Shortbow+330 gp
47–51Shortbow, composite+375 gp
52–56Shortbow, composite (+1 Str bonus)+450 gp
57–61Shortbow, composite (+2 Str bonus)+525 gp
62–65Sling+300 gp
66–75Longbow+375 gp
76–80Longbow, composite+400 gp
81–85Longbow, composite (+1 Str bonus)+500 gp
86–90Longbow, composite (+2 Str bonus)+600 gp
91–95Longbow, composite (+3 Str bonus)+700 gp
96–100Longbow, composite (+4 Str bonus)+800 gp
All magic weapons are masterwork weapons.
1 Add to enhancement bonus on Table: Weapons to determine total market price.

Table: Melee Weapon Special Abilities

d%Special AbilityMarket Price Modifier****1
01–08Acidic blast+6 bonus
09–16Fiery blast+6 bonus
17–24Icy blast+6 bonus
25–32Lightning blast+6 bonus
33–40Mighty disruption+6 bonus
41–48Sonic blast+6 bonus
49–56Dread+7 bonus
57–61Anarchic power+8 bonus
62–66Everdancing+8 bonus
67–71Holy power+8 bonus
72–76Axiomatic power+8 bonus
77–81Unholy power+8 bonus
82–89Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table.
90–97Roll twice on nonepic magic item Table: Melee Weapon Special Abilities.
98–100Roll twice again2
1 Add to enhancement bonus on Table: Epic Weapons to determine total market price.
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.

Table: Ranged Weapon Special Abilities

d%Special AbilityMarket Price Modifier****1
01–07Acidic blast+6 bonus
08–14Distant shot+6 bonus
15–21Fiery blast+6 bonus
22–28Icy blast+6 bonus
29–35Lightning blast+6 bonus
36–41Sonic blast+6 bonus
42–48Triple-throw+6 bonus
49–53Unerring accuracy+6 bonus
54–60Dread+7 bonus
61–65Anarchic power+8 bonus
66–70Holy power+8 bonus
71–75Axiomatic power+8 bonus
76–80Unholy power+8 bonus
81–88Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table.
89–96Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities.
97–100Roll twice again2
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.

Table: Specific Weapons

d%Specific WeaponMarket Price
01–18Stormbrand235,350 gp
19–33Quarterstaff of alacrity462,600 gp
34–48Souldrinker478,335 gp
49–60Backstabber770,310 gp
61–68Mace of ruin1,000,312 gp
69–72Gripsoul1,856,500 gp
73–78Elven greatbow2,900,400 gp
79–64Finaldeath3,580,308 gp
85–90Chaosbringer4,025,350 gp
91–94Holy devastator4,620,315 gp
95–98Unholy despoiler4,620,315 gp
99–100Everwhirling chain5,220,325 gp