TEXT: W O R L D  O F  W A R C R A F T  R P G  C O N V E R S I O N  D O C U M E N T
  1
  Welcome! This document contains all the information you need to use the game mechanic information from the 
  ﬁ rst-edition Warcraft RPG books with the new World of Warcraft RPG rules. Included is information pertaining to 
  Shadows & Light, Lands of Conﬂ ict, Magic & Mayhem, Alliance & Horde Compendium, Manual of Monsters and 
  the ﬁ rst edition Warcraft RPG book.
  The new World of Warcraft RPG uses many of the same rules as the ﬁ rst edition, so much of the information in 
  those books remains unchanged. In addition, all the books mentioned above contain Warcraft lore, information on 
  places, people, races and monsters, tips for players and GMs, adventure ideas, and a great deal of other information 
  that remains valuable.
  This document contains information for converting character classes, spells, feats, and the like to the new edition. 
  Future supplements for the World of Warcraft RPG may present updated versions of these elements. When two 
  sources conﬂ ict, the latest book takes precedence.
  NAMES
  NAMES
  A few game mechanics in the new World of Warcraft RPG are functionally the same as (or very similar to) mechanics in the 
  ﬁ rst edition; they just have different names.
  Name Changes in the New Edition
  Old Name 
  New Name
  Dexterity (Dex) 
  Agility (Agy)
  Constitution (Con) 
  Stamina (Sta)
  Intelligence (Int) 
  Intellect (Int)
  Wisdom (Wis) 
  Spirit (Spt)
  Fighter (Ftr) 
  Warrior (War)
  Warrior (War) (NPC class) 
  Soldier (Sol)
  Horde assassin (prestige class) 
  Assassin
  Hunter (prestige class) 
  [Eliminated]
  Old Name 
  New Name
  Sneak attack 
  Backstab
  Arcane eye 
  Eye of Kilrogg
  E’s black tentacles 
  Ner’zhul’s black tentacles
  Fox’s cunning 
  Arcane intellect
  M’s disjunction 
  Medivh’s disjunction
  Magic missile 
  Arcane missile
  Mnemonic enhancer 
  Medivh’s mnemonic enhancer
  CONVERTING CHARACTERS
  CONVERTING CHARACTERS
  The rules from the ﬁ rst edition are compatible with the 
  rules in the World of Warcraft RPG, so no conversion 
  is strictly necessary. However, if you would like your ﬁ rst-
  edition character to use some of the options presented in the 
  new book, follow these guidelines:
  Race
  Race
  If you are a high elf, night elf, jungle troll or tauren, you 
  had a level adjustment of +1. The new edition does not 
  use level adjustments, so you should instead redetermine 
  your racial traits and take one level in your racial class. 
  For example, a 3rd-level high elf rogue becomes a 1st-
  level high elf/3rd-level rogue.
  Class
  Class
  Several prestige classes from the ﬁ rst edition have become 
  core classes in the latest edition: the druid of the wild, 
  necromancer, paladin warrior, priest, shaman and warlock. 
  In addition, the new edition does not include the sorcerer 
  or wizard class, and the healer class is wildly different. If 
  you belonged to one of these classes, you should strip your 
  character of all classes and grant him the same number of 
  levels in the class(es) in the new edition. For example, if 
  you were a 6th-level healer/3rd-level druid of the wild in 
  the ﬁ rst edition, you are probably a 9th-level druid in the 
  new edition. Redetermine your class features.
  If you had levels of the wilderness stalker prestige class, 
  you can keep them if you like, or you can convert them 
  to levels of the hunter core class.
  Skills
  Skills
  The skills are unchanged, save for the new Stealth 
  skill. Stealth encompasses both the Hide and Move 
  Silently skills from the ﬁ rst edition, so if you took ranks 
  in both Hide and Move Silently, you’ll have some extra 
  skill points to spend.
  
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  Spells
  Spells
  The spell system in the World of Warcraft RPG is 
  substantially different than that in the ﬁ rst edition. However, 
  if you properly converted your class, your spells should not be 
  an obstacle. Decide which spells you know (or have in your 
  spellbook) based on the spells you knew before.
  Unchanged Aspects
  Unchanged Aspects
  The other aspects of your character—alignment, 
  afﬁ liation and the like—remain unchanged.
  WARCRAFT RPG
  WARCRAFT RPG
  The World of Warcraft RPG book updates the material 
  from the ﬁ rst-edition Warcraft RPG book. Note that 
  several prestige classes have become core classes and thus are 
  no longer appropriate.
  Pg. 69: Eliminate the druid of the wild prestige class. 
  The druid is now a core class.
  Pg. 79: Replace the horde assassin prestige class with 
  the assassin prestige class.
  Pg. 88: Eliminate the paladin warrior prestige class. 
  The paladin is now a core class.
  Pg. 91: Eliminate the priest prestige class. The priest is 
  now a core class.
  Pg. 93: Eliminate the shaman prestige class. The 
  shaman is now a core class.
  Pg. 95: Eliminate the warlock prestige class. The 
  warlock is now a core class.
  MANUAL OF MONSTERS
  MANUAL OF MONSTERS
  The creatures in this book are good challenges for characters 
  in a World of Warcraft RPG campaign. See http://www.
  warcraftrpg.com for errata for the Manual of Monsters.
  Pg. 14: The ancient has Stealth +19 (+7 when 
  hiding).
  Pg. 15: The corrupted ancient has Stealth +19 (+7 
  when hiding).
  Pg. 16: The bane spider has Stealth +3 (+7 when 
  hiding).
  Pg. 18: The bog beast has Listen +7, Spot +5 and 
  Stealth +10 (+6 when hiding).
  Pg. 19: The frostsaber cat has Spot +2 and Stealth 
  +10 (+6 when hiding). The nightsaber cat has Listen 
  +3, Spot +3 and Stealth +10 (+6 when hiding).
  Pg. 21: The centaur has Stealth +2 (–2 when 
  hiding).
  Pg. 22: The dryad has Listen +6, Spot +6, Stealth +6 
  and Survival +6. A dryad’s favored class is druid.
  Pg. 23: The keeper of the grove has Diplomacy +18, 
  Heal +7 and Stealth +17 (+13 when hiding). He casts 
  spells as a 13th-level druid, and his favored class is druid.
  Pg. 25: The chimaera has Stealth +15 (+11 when 
  hiding) and Tumble +15.
  Pp. 27–38: A dragon knows and casts arcane spells as 
  a mage of the level indicated in its variety description, 
  gaining bonus spells for a high Intellect score. Some 
  dragons can also cast spells from other spell lists as 
  arcane spells. Unlike other mages, dragons do not need 
  spellbooks to prepare their spells; rather, a dragon stores 
  its spell knowledge in a separate part of its mind that 
  functions as a spellbook—dragons effectively have the 
  Spell Mastery feat for all the spells they know. A dragon 
  can learn a new spell from a scroll, spellbook, or other 
  source just as any other mage can, except the dragon 
  does not need to scribe it into a spellbook and thus 
  spends no money to do so.
  Pg. 30: The example mature black dragon has Stealth 
  +18 (+10 when hiding).
  Pg. 40: The wyrm kin has Stealth –1 ( –5 when 
  hiding).
  Pg. 41: The ﬂ ametongue has Stealth +2.
  Pg. 42: The scalebane has Stealth +2. A scalebane’s 
  favored class is mage or warrior.
  Pg. 43: The dire frost wolf has Stealth +9 (+5 when 
  hiding). The giant frost wolf has Stealth +9 (+1 when 
  hiding).
  Pg. 46: A furbolg’s favored class is shaman or warrior.
  Pg. 49: A sea giant’s favored class is shaman.
  Pg. 51: The gnoll assassin has Stealth +4.
  Pg. 52: The gnoll poacher has Stealth +6.
  Pg. 56: A harpy’s favored class is mage.
  Pg. 58: The kobold has Profession (miner) +5, Spot 
  +6 and Stealth +5 (+9 when hiding).
  Pg. 60: The magnataur has Listen +7, Spot +8 and 
  Stealth +15 (+7 when hiding).
  Pg. 65: The mur’gul has Stealth +10.
  Pg. 68: A naga’s favored class is warrior (male) or mage 
  (female).
  Pg. 69: The nerubian has Stealth +11 (+7 when 
  hiding).
  Pg. 71: A nerubian spiderlord’s favored class is 
  aristocrat, mage or warrior. A nerubian queen’s favored 
  class is aristocrat, mage or priest.
  Pg. 75: An ogre mage’s favored class is mage.
  Pg. 76: A pandaren’s favored class is shaman or 
  warrior.
  
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  Pp. 79–80: The pandaren geomancer is a 5th-level 
  shaman. The pandaren shodo-pan is an 8th-level 
  shaman.
  Pg. 90: The sample satyr has Stealth +8.
  Pg. 93: The greater spirit of vengeance has Stealth 
  +19 (+15 when hiding).
  Pg. 94: The lesser spirit of vengeance has Stealth 
  +12.
  Pg. 98: The trogg has Stealth +1.
  Pg. 99: The dark troll has Stealth +9 (+5 when 
  hiding).
  Pg. 100: The forest troll has Stealth +6 (+2 when 
  hiding).
  Pg. 101: The ice troll has Stealth +7 (+3 when 
  hiding).
  Pg. 102: The jungle troll has Stealth +4.
  Pg. 105: The wendigo has Stealth +0 (–4 when 
  hiding).
  Pg. 108: The wisp has Stealth +6 (+10 when hiding) 
  and Tumble +6.
  Pg. 109: The wyvern has Stealth +3 (–1 when 
  hiding).
  Pp. 113–114: Demonic doom is a 9th-level warlock 
  spell. See the World of Warcraft RPG book for the 
  updated withering blight.
  Pg. 115: The doomguard has Stealth +17 (+13 when 
  hiding).
  Pg. 117: The dreadlord has Stealth +14 and Use 
  Magic Device +19. He casts spells as a warlock with 
  levels equal to his Hit Dice. Unlike other warlocks, 
  dreadlords do not need spellbooks to prepare their 
  spells; rather, a dreadlord stores his spell knowledge in a 
  separate part of his mind that functions as a spellbook—
  dreadlords effectively have the Spell Mastery feat for all 
  the spells they know. A dreadlord can learn a new spell 
  from a scroll, spellbook, or other source just as any other 
  warlock can, except he does not need to scribe it into a 
  spellbook and thus spends no money to do so.
  Pg. 119: The eredar warlock casts spells as a 20th-level 
  warlock (DC 16 + spell level). Unlike other warlocks, 
  eredar warlocks do not need spellbooks to prepare 
  their spells; rather, an eredar warlock stores his spell 
  knowledge in a separate part of his mind that functions 
  as a spellbook—eredar warlocks effectively have the 
  Spell Mastery feat for all the spells they know. An eredar 
  warlock can learn a new spell from a scroll, spellbook, 
  or other source just as any other warlock can, except 
  he does not need to scribe it into a spellbook and thus 
  spends no money to do so.
  Pg. 112: The fel stalker has Stealth +11 and Tumble 
  +11. The fel hunter has Stealth +14 and Tumble +14.
  Pg. 127: The tainted orc has Stealth +0 (–4 when 
  hiding).
  Pg. 135: The banshee has a +8 racial bonus on Stealth 
  checks. The sample banshee has Stealth +20.
  Pg. 137: The crypt ﬁ end has a +4 racial bonus on 
  Stealth checks. The sample crypt ﬁ end has Stealth +8 
  (+4 when hiding). The sample crypt ﬁ end is a 9th-level 
  warrior/5th-level necromancer.
  Pp. 137–138: You can still use the Forsaken template 
  presented here, but updated rules for the Forsaken 
  appear in the World of Warcraft RPG book.
  Pg. 140: The ghost has a +8 racial bonus on Stealth 
  checks. The sample ghost has Stealth +17.
  Pg. 141: The ghoul of the scourge has a +4 racial 
  bonus on Stealth checks. The sample ghoul has Stealth 
  +5.
  Pg. 143: The sample lich is a 12th-level necromancer.
  Pg. 145: The shade has a +8 racial bonus on Stealth 
  checks. The sample shade is a 6th-level priest.
  Pg. 147: The sample skeletal mage is a 7th-level 
  mage.
  Pp. 149–150: The sample withered blue dragon casts 
  spells as a 12th-level mage.
  Pg. 151: The sample wraith has Stealth +7 and 
  Tumble +7.
  Pg. 155: The dire gargoyle has Stealth +5.
  Pg. 165: The forest spider has Stealth +3 (+7 when 
  hiding).
  Pg. 166: The giant spider has Stealth +3 (–1 when 
  hiding). The venom spider has Stealth +7.
  Pg. 170: The dire wolf has Stealth +9 (+5 when 
  hiding). The giant wolf has Stealth +9 (+1 when 
  hiding).
  Pg. 171: The timber wolf has Stealth +4.
  Pp. 178–179: Illidan is a 20th-level mage/8th-level 
  rogue/7th-level warrior. He has Stealth +27.
  Pp. 180–181: Prince Kael’Thas is a 15th-level mage/
  14th-level warrior. He has Stealth +26 and Tumble 
  +26.
  Pp. 182–183: Kel’Thuzad is a 25th-level necromancer. 
  He has Stealth +18.
  Pp. 188–189: Lady Vashj is a 17th-level shaman/9th-
  level mage.
  ALLIANCE AND HORDE COMPENDIUM
  ALLIANCE AND HORDE COMPENDIUM
  Look for the races in this book (blood elves, furbolgs, 
  naga, pandaren and Wildhammer dwarves) to be updated 
  in future supplements.
  Pg. 35: Eliminate the necromancer prestige class. The 
  necromancer is now a core class.
  
  W O R L D  O F  W A R C R A F T  R P G  C O N V E R S I O N  D O C U M E N T
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  MAGIC AND MAYHEM
  MAGIC AND MAYHEM
  Pg. 39: The bombardier’s big boom! ability allows him to 
  craft bombs that always deal their maximum damage. This 
  is the equivalent a feature that he adds to the bomb as he 
  crafts it; the feature’s TS is equal to 6 + the number of dice 
  of damage the bomb deals. (If the bomb deals 4d6 damage, 
  for example, the maximum damage feature is TS 10.)
  Pg. 43: The graven one’s awaken minion ability creates 
  a warrior or mage minion.
  Pg. 50: The spiritwalker’s dreamwalk ability is 
  equivalent to the 8th-level druid dreamwalker ability.
   Pg. 52: The steamwarrior’s spark of genius ability 
  changes to the following:
  Spark of Genius (Ex): When the steamwarrior 
  upgrades a suit of steam armor, he gets a +4 competence 
  bonus on his Craft (technological device) check.
  His modular upgrade ability changes to the following:
  Modular Upgrade (Ex): When the steamwarrior adds an 
  add-on to a suit of steam armor, he gets a +4 competence 
  bonus on his Craft (technological device) check.
  Pg. 54: The warden’s spellcasting ability must be 
  updated to function properly with the new spell system. 
  Add the following to her list of class features:
  Spells: Beginning at 1st level, a warden gains the ability 
  to cast a small number of divine spells per day, as shown 
  on Table 2–10. She may prepare and cast any spell from 
  the warden spell list, provided that she can cast spells 
  of that level. In addition, she receives bonus spells per 
  day if she has a high Spirit score. When a warden gets 0 
  spells of a given level, she gets only bonus spells available 
  due to a high Spirit. A warden prepares and casts spells 
  under the same guidelines as a healer.
  Replace Table 2–10: Warden Spells Per Day, with the 
  following table:
  Table 2–10: Warden Spell Slots Per Day
  Table 2–10: Warden Spell Slots Per Day
  Class Level 
  1st 
  2nd 
  3rd 
  4th
  1st 
  0 
  — 
  — 
  —
  2nd 
  1 
  — 
  — 
  —
  3rd 
  1 
  0 
  — 
  —
  4th 
  1 
  1 
  — 
  —
  5th 
  1 
  1 
  0 
  —
  6th 
  1 
  1 
  1 
  —
  7th 
  2 
  1 
  1 
  0
  8th 
  2 
  1 
  1 
  1
  9th 
  2 
  2 
  1 
  1
  10th 
  2 
  2 
  2 
  1
  Arcanist Spells
  Arcanist Spells
  0-Level Arcanist Spell
  0-Level Arcanist Spell
  Restore Minor Damage
  1st-Level Arcanist Spell
  1st-Level Arcanist Spell
  Restore Light Damage
  2nd-Level Arcanist Spells
  2nd-Level Arcanist Spells
  Aerial Shackles
  Restore Moderate Damage
  Strike as the Wind
  3rd-Level Arcanist Spells
  3rd-Level Arcanist Spells
  Burrow
  Counterspell, Lesser
  Hooks of Binding
  Impale
  Mind Rot
  Restore Serious Damage
  4th-Level Arcanist Spells
  4th-Level Arcanist Spells
  Absorb Mana
  Phase Shift
  Restore Critical Damage
  Troll Flesh
  5th-Level Arcanist Spells
  5th-Level Arcanist Spells
  Dimension Blink
  Hooks of Binding, Greater
  Pass Unknown
  Restore Light Damage, Mass
  6th-Level Arcanist Spells
  6th-Level Arcanist Spells
  Counterspell
  Restore Moderate Damage, Mass
  Spirit Touch
  7th-Level Arcanist Spell
  7th-Level Arcanist Spell
  Restore Serious Damage, Mass
  8th-Level Arcanist Spells
  8th-Level Arcanist Spells
  Restore Critical Damage, Mass
  Troll Flesh, Mass
  9th-Level Arcanist Spell
  9th-Level Arcanist Spell
  Counterspell, Greater
  Mage Spells
  Mage Spells
  1st-Level Mage Spells
  1st-Level Mage Spells
  Mysterious Purple Blast
  Thorn Shield, Lesser
  2nd-Level Mage Spells
  2nd-Level Mage Spells
  Breath of Fire
  Drunken Haze
  The warden’s spell list remains unchanged.
  Pp. 79–110: Use the following spell list to determine 
  the class and level for the spells in Magic and Mayhem. 
  (Note that some spells appear, updated, in the World of 
  Warcraft RPG book and so are not included here.)
  
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  Forked Lightning
  Frost Arrow
  Searing Arrows
  Tentacle Lash
  3rd-Level Mage Spells
  3rd-Level Mage Spells
  Crushing Wave
  Frost Bolt
  4th-Level Mage Spells
  4th-Level Mage Spells
  Kaboom!
  Shadow Strike, Lesser
  Thorn Shield, Greater
  6th-Level Mage Spell
  6th-Level Mage Spell
  Lightning Monsoon
  8th-Level Mage Spells
  8th-Level Mage Spells
  Shadow Strike, Greater
  Storm, Earth and Fire
  Necromancer Spells
  Necromancer Spells
  2nd-Level Necromancer Spell
  2nd-Level Necromancer Spell
  Soul Preservation
  3rd-Level Necromancer Spells
  3rd-Level Necromancer Spells
  Dark Sacriﬁ ce
  Vampiric Swarm
  4th-Level Necromancer Spells
  4th-Level Necromancer Spells
  Profane Aura
  Recall Undead
  5th-Level Necromancer Spells
  5th-Level Necromancer Spells
  Dark Conversion
  Parasite
  6th-Level Necromancer Spells
  6th-Level Necromancer Spells
  Black Arrow
  Cripple, Mass
  9th-Level Necromancer Spells
  9th-Level Necromancer Spells
  Dark Conversion, Mass
  Vengeance
  Warlock Spells
  Warlock Spells
  3rd-Level Warlock Spell
  3rd-Level Warlock Spell
  Stitch
  5th-Level Warlock Spells
  5th-Level Warlock Spells
  Siphon Life
  Siphon Mana
  9th-Level Warlock Spell
  9th-Level Warlock Spell
  Vengeance
  Healer Spells
  Healer Spells
  1st-Level Healer Spell
  1st-Level Healer Spell
  War Drums
  2nd-Level Healer Spells
  2nd-Level Healer Spells
  Healing Light, Lesser
  Troll Flesh
  3rd-Level Healer Spells
  3rd-Level Healer Spells
  Counterspell, Lesser
  Healing Light
  Phase Shift
  4th-Level Healer Spells
  4th-Level Healer Spells
  Healing Light, Greater
  Magic Defense
  5th-Level Healer Spell
  5th-Level Healer Spell
  Spirit Touch
  6th-Level Healer Spells
  6th-Level Healer Spells
  Counterspell
  Troll Flesh, Mass
  9th-Level Healer Spells
  9th-Level Healer Spells
  Counterspell, Greater
  Mass Revival
  Rejuvenation, Mass
  Druid Spells
  Druid Spells
  1st-Level Druid Spell
  1st-Level Druid Spell
  Thorn Shield, Lesser
  2nd-Level Druid Spell
  2nd-Level Druid Spell
  Tentacle Lash
  3rd-Level Druid Spell
  3rd-Level Druid Spell
  Cyclone
  4th-Level Druid Spells
  4th-Level Druid Spells
  Owl Scout
  Thorn Shield, Greater
  6th-Level Druid Spell
  6th-Level Druid Spell
  Lightning Monsoon
  8th-Level Druid Spell
  8th-Level Druid Spell
  Storm, Earth and Fire
  9th-Level Druid Spell
  9th-Level Druid Spell
  Thunder Lizard Rush
  Priest Spells
  Priest Spells
  2nd-Level Priest Spells
  2nd-Level Priest Spells
  Devotion Aura
  Divine Grace
  Trueshot Aura, Lesser
  3rd-Level Priest Spells
  3rd-Level Priest Spells
  Hooks of Binding
  Trueshot Aura
  4th-Level Priest Spells
  4th-Level Priest Spells
  Profane Aura
  Trueshot Aura, Greater
  
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  5th-Level Priest Spell
  5th-Level Priest Spell
  Hooks of Binding, Greater
  6th-Level Priest Spell
  6th-Level Priest Spell
  Divine Grace, Mass
  9th-Level Priest Spell
  9th-Level Priest Spell
  Vengeance
  Shaman Spells
  Shaman Spells
  1st-Level Shaman Spell
  1st-Level Shaman Spell
  Sentry Ward
  2nd-Level Shaman Spells
  2nd-Level Shaman Spells
  Forked Lightning
  Searing Arrows
  Spirit Link
  3rd-Level Shaman Spells
  3rd-Level Shaman Spells
  Berserker Strength
  Cyclone
  Frost Bolt
  Voodoo Spirits
  4th-Level Shaman Spells
  4th-Level Shaman Spells
  Crushing Wave
  Owl Scout
  6th-Level Shaman Spell
  6th-Level Shaman Spell
  Lightning Monsoon
  7th-Level Shaman Spell
  7th-Level Shaman Spell
  Berserker Strength, Mass
  8th-Level Shaman Spell
  8th-Level Shaman Spell
  Storm, Earth and Fire
  9th-Level Shaman Spell
  9th-Level Shaman Spell
  Big Bad Voodoo
  Paladin Spells
  Paladin Spells
  1st-Level Paladin Spell
  1st-Level Paladin Spell
  War Drums
  2nd-Level Paladin Spells
  2nd-Level Paladin Spells
  Devotion Aura
  Divine Grace
  Healing Light, Lesser
  3rd-Level Paladin Spells
  3rd-Level Paladin Spells
  Healing Light
  Hooks of Binding
  4th-Level Paladin Spell
  4th-Level Paladin Spell
  Healing Light, Greater
  Elven Ranger Spells
  Elven Ranger Spells
  2nd-Level Elven Ranger Spells
  2nd-Level Elven Ranger Spells
  Searing Arrows
  Strike as the Wind
  4th-Level Elven Ranger Spell
  4th-Level Elven Ranger Spell
  Owl Scout
  Pp. 171–197: The updated tech rules mean that the 
  devices in this book have different statistics, though 
  their functions remain the same. The new statistics are 
  listed below.
  When a device includes an add-on (such as a cannon 
  or torpedo launcher), the add-on is listed as a separate 
  device. The add-on’s price is given as if it were an 
  independent device; if you are building it as an add-
  on, the price is only 75% of that listed, as described in 
  Chapter 11 of the World of Warcraft RPG book.
  All weapon statistics are for those created for Medium 
  characters.
  Adventuring Gear
  Adventuring Gear
  Adaptive Shackles: Placing the shackles on a subject 
  takes 2 rounds.
  Hardness 3; 23 hp; Size Diminutive; Weight 5 lb.; MR 
  2; TS 4; Craft DC 14; Price 170 gp.
  Automatic Alchemist: Placing the materials in the 
  automatic alchemist and starting the process takes 5 
  rounds.
  Hardness 5; 20 hp; Size Medium; Weight 125 lb.; MR 
  0; TS 10; Craft DC 30; Price 1,200 gp.
  Automatic Thief: Activating the automatic thief 
  takes 5 rounds.
  Hardness 1; 3 hp; Size Diminutive; Weight 10 lb.; MR 
  3; TS 9; Craft DC 24; Price 405 gp.
  Autostilts: Hardness 3; 5 hp; Size Tiny; Weight 20 lb.; 
  MR 2; TS 9; Craft DC 17; Price 480 gp.
  Blade Barrel: Hardness 5; 20 hp; Size Medium; Weight 
  20 lb.; MR 3; TS 7; Craft DC 20; Price 455 gp.
  Bow Stabilizer: Hardness 1; 3 hp; Size Diminutive; 
  Weight 3 lb.; MR 2; TS 3; Craft DC 13; Price 130 gp.
  Brighteye Helm: Hardness 1; 3 hp; Size Diminutive; 
  Weight 10 lb.; MR 0; TS 2; Craft DC 9; Price 125 gp.
  Cargo Pack, Standard: Hardness 5; 20 hp; Size 
  Medium; Weight 20 lb.; MR 1; TS 2; Craft DC 11; Price 
  100 gp.
  Cargo Pack, Large: Hardness 5; 20 hp; Size Medium; 
  Weight 25 lb.; MR 1; TS 3; Craft DC 12; Price 160 gp.
  Clockwork Oxen: Starting the clockwork oxen takes 
  10 minutes. It has a cargo capacity of 2,ooo pounds 
  and moves at a speed of 10 miles per hour with a 
  Maneuverability Rating of 1 (clumsy).
  Hardness 5; 80 hp; Size Huge (15-ft. space); Weight 
  1,100 lb.; MR 4; TS 10; Craft DC 30; Price 470 gp.
  Collapsible Bridge: Extending or repacking the bridge 
  requires 1 minute for every 10 feet.
  Hardness 3; 5 hp; Size Tiny (when stored); Weight 20 
  lb.; MR 1; TS 3; Craft DC 13; Price 240 gp.
  Dragon Gun: The dragon gun is a ﬁ rearm and requires 
  a ranged attack roll to hit. Like a long riﬂ e, it requires 
  two hands to use properly. Reloading the tank requires 
  1 minute.
  Using the dragon gun proﬁ ciently requires the Exotic 
  Weapon Proﬁ ciency (ﬁ rearms) feat.
  
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  Fuel: The dragon gun uses alchemist’s ﬁ re. Each ﬂ ask 
  allows one shot.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  ranged); Weight 20 lb. (gun) and 25 lb. (tank); MR 5; 
  TS 6; Craft DC 24; Price 505 gp.
  Earhelm: Hardness 1; 13 hp; Size Tiny Diminutive; 
  Weight 7 lb.; MR 0; TS 5; Craft DC 11; Price 420 gp.
  Goblin Army Boots: Hardness 3; 5 hp; Size Tiny; 
  Weight 20 lb.; MR 3; TS 4; Craft DC 13; Price 250 gp.
  Goblin’s Lock Pick: Hardness 1; 3 hp; Size Diminutive; 
  Weight 3 lb.; MR 3; TS 8; Craft DC 20; Price 480 gp.
  Gryphon’s Eyes: Hardness 1; 3 hp; Size Diminutive; 
  Weight 3 lb.; MR 0; TS 7; Craft DC 22; Price 2,310 gp.
  Holdout Sheath: Hardness 1; 3 hp; Size Diminutive; 
  Weight 1 lb.; MR 2; TS 3; Craft DC 8; Price 50 gp.
  Inﬂ atable Soldier, Standard: Hardness 0; 20 hp; Size 
  Medium; Weight 40 lb.; MR 1; TS 3; Craft DC 9; Price 
  80 gp.
  Inﬂ atable Soldier, Improved Hardness 0; 20 hp; Size 
  Medium; Weight 40 lb.; MR 2; TS 4; Craft DC 10; Price 
  80 gp.
  Inﬂ atable Soldier, Superior: Hardness 0; 20 hp; Size 
  Medium; Weight 40 lb.; MR 3; TS 5; Craft DC 11; Price 
  80 gp.
  Mechanical Sentry: Setting up a mechanical sentry 
  requires 1 minute.
  Hardness 1; 3 hp; Size Diminutive; Weight 1/2 lb.; MR 
  1; TS 4; Craft DC 12; Price 50 gp.
  Mellodium: Hardness 3; 5 hp; Size Tiny; Weight 30 
  lb.; MR 5; TS 8; Craft DC 28; Price 750 gp (no change 
  based on instrument).
  Pocket Noisemaker: Winding a pocket noisemaker is a 
  full-round action that provokes attacks of opportunity.
  Hardness 1; 3 hp; Size Diminutive; Weight 1/4 lb.; MR 
  1; TS 1; Craft DC 17; Price 145 gp.
  Portable Kitchen: Starting the portable kitchen takes 
  1 minute.
  Hardness 5; 20 hp; Size Medium; Weight 100 lb.; MR 
  1; TS 5; Craft DC 15; Price 375 gp.
  Potion Injector: Hardness 1; 3 hp; Size Diminutive; 
  Weight 4 lb.; MR 2; TS 6; Craft DC 19; Price 495 gp.
  Queuing Quiver: Hardness 3; 5 hp; Size Tiny; Weight 
  7 lb. (loaded); MR 4; TS 4; Craft DC 14; Price 170 gp.
  Rope, Ironrope (50 feet): Hardness 3; 10 hp; Size 
  Tiny; Weight 20 lb.; MR 0; TS 2; Craft DC 7; Price 80 
  gp.
  Rope, Wirecore (50 feet): Hardness 3; 5 hp; Size 
  Tiny; Weight 15 lb.; MR 0; TS 2; Craft DC 6; Price 50 
  gp.
  Sapper’s Shield: Hardness 5; 10 hp; Size Small; 
  Weight 15 lb.; MR 0; TS 15; Craft DC 23; Price 2,760 
  gp.
  Sawtooth Ring: Activating a sawtooth ring is a full 
  round action that provokes attacks of opportunity.
  Hardness 0; 1 hp; Size Fine; Weight 1/8 lb.; MR 0; TS 
  6; Craft DC 18; Price 1,295 gp.
  Seahelm: Properly donning and activating a seahelm 
  takes 4 rounds.
  Hardness 1; 3 hp; Size Diminutive; Weight 20 lb.; MR 
  2; TS 10; Craft DC 25; Price 725 gp.
  Sharpening Sheath: Hardness 3; 5 hp; Size Tiny; 
  Weight 5 lb.; MR 1; TS 12; Craft DC 22; Price 2,640 
  gp.
  Shield Pack: Properly donning and activating a shield 
  pack takes 3 rounds.
  Hardness 3; 5 hp; Size Tiny; Weight 17 lb.; MR 1; TS 
  2; Craft DC 22; Price 220 gp.
  Skate Boots: Activating the boots takes 3 rounds, 
  and shutting them down takes 1 round. They allow the 
  wearer to travel at speeds up to 40 miles per hour with a 
  Maneuverability Rating of 4 (good).
  Hardness 3; 5 hp; Size Tiny; Weight 5 lb.; MR 1; TS 8; 
  Craft DC 26; Price 1,010 gp.
  Steam Gauntlets: Hardness 5; 10 hp; Size Small; 
  Weight 40 lb.; MR 2; TS 18; Craft DC 33; Price 1,580 
  gp.
  Steam Winch: Hardness 3; 5 hp; Size Tiny; Weight 50 
  lb.; MR 1; TS 6; Craft DC 16; Price 160 gp.
  Steam Winch, upgraded: Hardness 3; 5 hp; Size Tiny; 
  Weight 75 lb.; MR 1; TS 8; Craft DC 18; Price 240 gp.
  Steamsaw: Starting a steamsaw takes 2 rounds.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  two-handed melee); Weight 25 lb.; MR 3; TS 6; Craft 
  DC 16; Price 190 gp.
  Summer Tunic: Activating the tunic’s phlogiston 
  boiler takes 1 minute.
  Hardness 3; 5 hp; Size Tiny; Weight 15 lb.; MR 1; TS 
  6; Craft DC 19; Price 350 gp.
  Sunbuckle: Hardness 0; 1 hp; Size Fine; Weight 1/2 
  lb.; MR 0; TS 5; Craft DC 13; Price 600 gp.
  Tinker’s Arms: Activating the phlogiston boiler that 
  powers the arms takes 2 rounds.
  Fuel: Tinker’s arms consume one vial of phlogiston 
  every hour.
  Hardness 3; 5 hp; Size Tiny; Weight 20 lb.; MR 2; TS 
  6; Craft DC 21; Price 470 gp.
  Tinker’s Belt: Properly donning a tinker’s belt takes 
  3 rounds.
  Hardness 3; 5 hp; Size Tiny; Weight 10 lb.; MR 1; TS 
  3; Craft DC 8; Price 40 gp.
  Tracking Boots: Properly donning tracking boots belt 
  takes 5 minutes.
  Hardness 3; 5 hp; Size Tiny; Weight 12 lb.; MR 0; TS 
  7; Craft DC 17; Price 240 gp (no change by animal).
  Traphands: Properly donning traphands takes 2 
  rounds.
  Hardness 6; 20 hp; Size Tiny (collapsed); Weight 25 
  lb.; MR 4; TS 6; Craft DC 22; Price 495 gp.
  Trap Thumper: Starting a trap thumper takes 5 
  minutes.
  Hardness 5; 10 hp; Size Small; Weight 100 lb.; MR 5; 
  TS 4; Craft DC 24; Price 230 gp.
  Valuator: Activating the valuator takes 5 rounds.
  Hardness 1; 3 hp; Size Diminutive; Weight 3 lb.; MR 
  1; TS 5; Craft DC 21; Price 280 gp.
  Wand Harness: Properly inserting a wand into the 
  harness takes 3 rounds.
  
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  Hardness 3; 5 hp; Size Tiny; Weight 4 lb.; MR 0; TS 2; 
  Craft DC 5; Price 30 gp.
  Wizard’s Desk: Properly setting up a wizard’s desk 
  takes 1 minute and a DC 10 Use Technological Device 
  check.
  Hardness 3; 5 hp; Size Tiny (collapsed); Weight 15 lb.; 
  MR 0; TS 6; Craft DC 17; Price 1,450 gp.
  Special Substances and Items
  Special Substances and Items
  Dirtworm: Starting a dirtworm takes 5 minutes. It has 
  a Maneuverability Rating of 1 (clumsy).
  Hardness 5; 40 hp; Size Large; Weight 1,500 lb.; MR 
  1; TS 15; Craft DC 37; Price 2,750 gp.
  Memory Scrubber: Properly attaching the memory 
  scrubber to a subject and starting it takes 5 minutes.
  Hardness 5; 20 hp; Size Medium; Weight 225 lb.; MR 
  2; TS 20; Craft DC 50; Price 20,000 gp.
  Miser’s Forge: Hardness 5; 20 hp; Size Medium; 
  Weight 200 lb.; MR 3; TS 18; Craft DC 43; Price 4,840 
  gp.
  Neutralizer Grenade: The grenade detonates 2 
  rounds after it is thrown.
  Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 
  1; TS 8; Craft DC 27; Price 430 gp.
  Noble’s 
  Swordsmen: 
  Properly 
  strapping 
  the 
  combatants to the framework and activating the device 
  takes 10 minutes.
  Hardness 5; 160 hp; Size Gargantuan; Weight 7,000 
  lb.; MR 1; TS 10; Craft DC 35; Price 1,130 gp.
  Phlogiston Collector: Hardness 5; 160 hp; Size 
  Gargantuan; Weight 12,000 lb.; MR 2; TS 10; Craft DC 
  33; Price 3,375 gp.
  Portable Head, Knows Two Languages: Properly 
  starting a portable head takes 5 rounds.
  Fuel: A portable head consumes 1 vial of phlogiston 
  every 6 hours.
  Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 
  2; TS 18; Craft DC 48; Price 6,015 gp.
  Portable Head, Knowledge +3: Properly starting a 
  portable head takes 5 rounds.
  Fuel: A portable head consumes 1 vial of phlogiston 
  every 6 hours.
  Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 
  2; TS 18; Craft DC 48; Price 6,170 gp.
  Portable Head, Knowledge +6: Properly starting a 
  portable head takes 5 rounds.
  Fuel: A portable head consumes 1 vial of phlogiston 
  every 6 hours.
  Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 
  2; TS 30; Craft DC 60; Price 12,340 gp.
  Substitution 
  Engine: 
  Properly 
  encrypting 
  or 
  decrypting a message with the substitution engine takes 
  10 minutes.
  Hardness 5; 10 hp; Size Small; Weight 200 lb.; MR 1; 
  TS 11; Craft DC 28; Price 6,600 gp.
  Truth Detector: Hardness 5; 40 hp; Size Large; Weight 
  300 lb.; MR 2; TS 14; Craft DC 41; Price 5,370 gp.
  Vehicles
  Vehicles
  Destroyer: Starting a destroyer’s phlogiston boiler 
  and getting the ship moving takes 10 minutes. It moves 
  at 20 miles per hour and has a Maneuverability Rating 
  of 2 (poor).
  Fuel: A destroyer consumes 5 vials of phlogiston every 
  hour.
  Hardness 15; 320 hp; Size Colossal; Weight 22,000 lb.; 
  MR 1; TS 22; Craft DC 48; Price 7,630 gp (includes 6 
  cannons).
  Destroyer Cannon: Firing a destroyer’s cannon is a 
  full-round action that provokes attacks of opportunity. 
  It takes 2 full-round actions to reload. The cannon 
  deals 4d6 points of bludgeoning damage and has a range 
  increment of 100 feet.
  Fuel: Each shot consumes 4 ounces of gunpowder.
  Ammunition: The cannon ﬁ res cannonballs (25 gp 
  each).
  Hardness 5; 20 hp; Size Medium; Weight 60 lb.; MR 2; 
  TS 6; Craft DC 26; Price 745 gp.
  Flying Machine: Starting a ﬂ ying machine takes 3 
  minutes. The pilot can drop bombs (of the sort described 
  in the World of Warcraft RPG book) or ﬁ re a ﬂ ak 
  cannon. The ﬂ ying machine travels at 60 miles per hour 
  and has a Maneuverability Rating of 4 (good). It holds 
  200 pounds of cargo.
  Fuel: A ﬂ ying machine consumes 2 vials of phlogiston 
  every hour.
  AC 18 (touch 6, ﬂ at-footed 18); Hardness 5; 160 hp; 
  Size Gargantuan; Weight 1,100 lb.; MR 1; TS 12; Craft 
  DC 42; Price 7,900 gp (includes one ﬂ ak cannon).
  Flying Machine Flak Cannon: Firing the ﬂ ak cannon 
  is a standard action; a mechanism reloads it automatically. 
  The ﬂ ak cannon deals 3d6 points of piercing damage and 
  has a range increment of 50 feet.
  Fuel: One shot consumes 2 ounces of gunpowder.
  Ammunition: The ﬂ ak cannon ﬁ res a frangible case 
  ﬁ lled with pellets that bursts on impact. Each shot uses 
  one such case (5 gp each). 
  Hardness 5; shares ﬂ ying machine’s hp; Size Small; 
  Weight 20 lb.; MR 1; TS 9; Craft DC 29; Price 2,970 
  gp.
  Footcarts: Properly starting a pair of footcarts takes 3 
  minutes; stopping them takes 1 round. They travel at a 
  speed of 20 miles per hour and have a Maneuverability 
  Rating of 1 (clumsy).
  Fuel: A pair of footcarts consumes 1 vial of phlogiston 
  every hour.
  Hardness 1; 3 hp; Size Diminutive; Weight 6 lb.; MR 
  1; TS 2; Craft DC 21; Price 220 gp.
  Gnomish Helicopter: Starting a gnomish helicopter 
  takes 3 minutes. The helicopter travels at 80 miles per 
  hour and has a Maneuverability Rating of 5 (excellent). 
  It holds 200 pounds of cargo.
  Fuel: A gnomish helicopter consumes 1 vial of 
  phlogiston every hour.
  Hardness 5; 80 hp; Size Huge; Weight 600 lb.; MR 2; 
  TS 16; Craft DC 41; Price 4,160 gp.
  
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  Gnomish Submarine: Starting a gnomish submarine 
  takes 5 minutes. The submarine travels at 20 miles per 
  hour on the surface, 10 miles per hour underwater, and 
  has a Maneuverability Rating of 4 (good). It holds 600 
  pounds of cargo.
  Fuel: A gnomish submarine consumes 2 vials of 
  phlogiston every hour.
  Hardness 5; 320 hp; Size Colossal; Weight 5,500 lb.; 
  MR 1; TS 10; Craft DC 40; Price 5,315 gp (includes one 
  torpedo launcher).
  Gnomish Submarine Torpedo Launcher: Firing a 
  torpedo is a standard action; a mechanism reloads the 
  launcher automatically. A torpedo explodes on impact in 
  a 10-foot radius, dealing 4d6 points of damage (slashing 
  and ﬁ re). It has a range increment of 100 feet on the 
  surface and 50 feet underwater.
  Fuel: A small phlogiston boiler powers the launcher. 
  One vial of phlogiston fuels 5 torpedo launches.
  Ammunition: The launcher ﬁ res torpedoes (50 gp 
  each). 
  Hardness 5; shares submarine’s hp; Size Small; Weight 
  35 lb.; MR 1; TS 12; Craft DC 31; Price 3,550 gp.
  Goblin Shredder: Starting a goblin shredder takes 2 
  minutes. The shredder travels at 10 miles per hour and 
  has a Maneuverability Rating of 2 (poor). It holds 1,000 
  pounds of cargo and has a steamsaw mounted on its right 
  arm.
  Fuel: A goblin shredder consumes 1 vial of phlogiston 
  every 2 hours.
  Hardness 5; 40 hp; Size Large; Weight 900 lb.; MR 
  3; TS 12; Craft DC 35; Price 2,885 gp (includes one 
  steamsaw).
  Goblin Shredder Steamsaw: Starting or stopping the 
  steamsaw takes 2 rounds. The steamsaw deals 4d6 points 
  of slashing damage.
  Fuel: While the steamsaw is active, the shredder 
  consumes phlogiston at twice the normal rate.
  Hardness 5; shares shredder’s hp; Size Small; Weight 
  25 lb.; MR 3; TS 12; Craft DC 22; Price 530 gp.
  Goblin Zeppelin: See the World of Warcraft RPG 
  book for the zeppelin’s updated statistics.
  Iron Fish: Starting an iron ﬁ sh takes 2 minutes. 
  The iron ﬁ sh travels at 60 miles per hour and has a 
  Maneuverability Rating of 5 (excellent). It holds 200 
  pounds of cargo.
  Fuel: An iron ﬁ sh consumes 1 vial of phlogiston every 
  2 hours.
  Hardness 5; 80 hp; Size Huge; Weight 600 lb.; MR 2; 
  TS 12; Craft DC 42; Price 5,670.
  Meat Wagon: Starting a meat wagon takes 5 minutes. 
  The meat wagon travels at 20 miles per hour and has 
  a Maneuverability Rating of 4 (good). It holds 1,400 
  pounds of cargo.
  Fuel: The meat wagon is powered by damnéd souls 
  (free—sort of).
  Hardness 5; 320 hp; Size Colossal; Weight 5,000 
  lb.; MR 1; TS 9; Craft DC 29; Price 1,830 (includes 
  catapult).
  Meat Wagon Catapult: Firing the catapult is a 
  standard action; reloading it is a full-round action that 
  provokes attacks of opportunity. (Usually two crew 
  members work the catapult at once, so it ﬁ res every 
  round.) It has a range increment of 50 feet and cannot 
  ﬁ re at targets within one range increment. It deals 3d6 
  points of bludgeoning damage.
  Ammunition: The catapult ﬁ res big rocks or corpses, 
  both of which are free. 
  Hardness 5; shares meat wagon’s hp; Size Large; 
  Weight 80 lb.; MR 1; TS 8; Craft DC 16; Price 640 gp.
  Phlogiston Unicycle: Starting a unicycle takes 3 
  minutes. The unicycle travels at 40 miles per hour 
  (when powered) and has a Maneuverability Rating of 4 
  (good). It includes a pedal mode, which allows increases 
  the operator’s speed to 60 feet (or +10 feet, if his base 
  speed is 60 feet or greater) and does not consume fuel.
  Fuel: The phlogiston unicycle consumes 1 vial of 
  phlogiston every hour.
  Hardness 3; 5 hp; Size Tiny; Weight 20 lb.; MR 0; TS 
  8; Craft DC 25; Price 1,270.
  Rainmaker: Starting a rainmaker takes 1 hour. 
  The rainmaker travels at 20 miles per hour and has a 
  Maneuverability Rating of 3 (average). It holds 1,200 
  pounds of cargo.
  Fuel: The rainmaker consumes 10 vials of phlogiston 
  every hour.
  Hardness 5; 320 hp; Size Colossal; Weight 42,000 lb.; 
  MR 3; TS 25; Craft DC 90; Price 61,845 gp.
  Scout Balloon: Starting a scout balloon takes 10 
  minutes. The scout balloon travels at 10 miles per hour 
  and has a Maneuverability Rating of 2 (poor). It holds 
  200 pounds of cargo.
  Fuel: The scout balloon consumes 1 vial of phlogiston 
  every 4 hours.
  Hardness 5; 40 hp; Size Large; Weight 40 lb.; MR 1; 
  TS 4; Craft DC 24; Price 195 gp.
  Siege Engine: Starting a siege engine takes 2 minutes. 
  The siege engine travels at 40 miles per hour and has 
  a Maneuverability Rating of 2 (poor). It holds 1,200 
  pounds of cargo.
  Fuel: A siege engine consumes 2 vials of phlogiston 
  every hour.
  AC 20 (touch 6, ﬂ at-footed 20); Hardness 10; 160 hp; 
  Size Gargantuan; Weight 4,500 lb.; MR 3; TS 14; Craft 
  DC 36; Price 7,960 gp (includes one cannon).
  Siege Engine Cannon: Firing the cannon is a standard 
  action; a mechanism reloads it automatically. The 
  cannon deals 5d6 points of bludgeoning damage and has 
  a range increment of 200 feet.
  Fuel: One shot consumes 4 ounces of gunpowder.
  Ammunition: The cannon ﬁ res cannonballs (25 gp each). 
  Hardness 5; shares siege engine’s hp; Size Medium; 
  Weight 30 lb.; MR 1; TS 15; Craft DC 35; Price 5,850 gp.
  Siege Wagon: Starting a siege wagon takes 1 minute. 
  The siege wagon travels at 60 miles per hour and has 
  a Maneuverability Rating of 3 (average). It holds 2,200 
  pounds of cargo.
  
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  10
  Fuel: A siege wagon consumes 2 vials of phlogiston 
  every hour.
  AC 21 (touch 8, ﬂ at-footed 21); Hardness 11; 80 hp; 
  Size Huge; Weight 4,000 lb.; MR 1; TS 13; Craft DC 33; 
  Price 10,010 gp.
  Steam Horse: Starting a steam horse takes 1 minute. 
  The steam horse travels at 60 miles per hour and has a 
  Maneuverability Rating of 4 (good).
  Fuel: A steam horse consumes 1 vial of phlogiston 
  every hour.
  Hardness 5; 40 hp; Size Large; Weight 600 lb.; MR 1; 
  TS 8; Craft DC 28; Price 2,560 gp.
  Steam Launch: Starting a steam launch takes 2 
  minutes. The steam launch travels at 20 miles per hour 
  and has a Maneuverability Rating of 4 (good). It holds 
  800 pounds of cargo.
  Fuel: A steam launch consumes 1 vial of phlogiston 
  every hour.
  Hardness 5; 80 hp; Size Huge; Weight 300 lb.; MR 1; 
  TS 8; Craft DC 28; Price 1,815 gp.
  Steamwarrior Armor: Activating a suit of steamwarrior 
  armor takes 1 full round. The armor travels at 40 miles 
  per hour and has a Maneuverability Rating of 4 (good). 
  It holds 400 pounds of cargo.
  Fuel: Steamwarrior armor consumes 1 vial of phlogiston 
  every 2 hours.
  Hardness 5; 40 hp; Size Large; Weight 1,300 lb.; MR 
  1; TS 12; Craft DC 34; Price 6,310 gp (includes two 
  wrist axes).
  Steamwarrior Armor Wrist Axe: Hardness 3; shares 
  steamwarrior armor’s hp; Size Tiny; Weight 10 lb.; MR 
  1; TS 3; Craft DC 9; Price 160 gp.
  Weapons
  Weapons
  Alchemical Grenade: Hardness 1; 3 hp; Size 
  Diminutive; Weight 1 lb.; MR 1; TS 6; Craft DC 18; 
  Price 135 gp.
  Blast Arrow: Attaching the device to an arrow 
  takes 1 minute and a DC 12 Use Technological Device 
  check. The arrow deals an additional 3d6 points of ﬁ re 
  damage.
  Hardness 0; 1 hp; Size Fine; Weight 1/16 lb.; MR 3; TS 
  9; Craft DC 19; Price 430 gp.
  Demon Dirk: Replacing the oil in the dirk’s hilt takes 
  5 minutes.
  Fuel: The demon dirk holds half a pint of oil.
  Hardness 1; 3 hp; Size Diminutive (weapon category: 
  simple, light melee); Weight 2 lb.; MR 1; TS 6; Craft DC 
  10; Price 60 gp.
  Dwarven Reciprocator: The dwarven reciprocator 
  deals 3d6 points of piercing damage and has a range 
  increment of 20 feet. Reloading one barrel is a standard 
  action that provokes attacks of opportunity. Turning the 
  crank is a free action, allowing a wielder with multiple 
  attacks to ﬁ re more than one shot each round without 
  using reciprocating ﬁ re. 
  The dwarven reciprocator is a ﬁ rearm and requires a 
  ranged attack roll to hit. Like a long riﬂ e, it requires two 
  hands to use properly. Using the dwarven reciprocator 
  proﬁ ciently requires the Exotic Weapon Proﬁ ciency 
  (ﬁ rearms) feat.
  Fuel: Each shot consumes 1 ounce of gunpowder.
  Ammunition: The dwarven reciprocator ﬁ res riﬂ e 
  bullets.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  ranged); Weight 15 lb.; MR 2; TS 9; Craft DC 31; Price 
  2,275 gp.
  Firestarter: The ﬁ restarter has a range increment of 
  70 feet.
  Hardness 5; 80 hp; Size Huge; Weight 3,500 lb.; MR 1; 
  TS 15; Craft DC 45; Price 16,650 gp.
  Fire Arrow: Attaching the device to an arrow takes 1 
  minute and a DC 12 Use Technological Device check.
  Hardness 0; 1 hp; Size Fine; Weight 1/16 lb.; MR 2; TS 
  4; Craft DC 14; Price 185 gp.
  Flash Pod: Hardness 1; 3 hp; Size Diminutive; Weight 
  1 lb.; MR 1; TS 6; Craft DC 15; Price 110 gp.
  Glue Mine: Hardness 0; 1 hp; Size Fine; Weight 1/2 
  lb.; MR 1; TS 7; Craft DC 15; Price 85 gp each.
  Glue Riﬂ e: The glue riﬂ e has a range increment of 
  100 feet. Reloading it is a full-round action that provokes 
  attacks of opportunity.
  The glue riﬂ e is a ﬁ rearm and requires a ranged attack 
  roll to hit. Like a long riﬂ e, it requires two hands to use 
  properly. Using the glue riﬂ e proﬁ ciently requires the 
  Exotic Weapon Proﬁ ciency (ﬁ rearms) feat.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  ranged); Weight 20 lb.; MR 1; TS 3; Craft DC 19; Price 
  540 gp.
  Gnomish Rocket: The gnomish rocket deals 4d6 
  points of ﬁ re damage in a 20-foot radius (DC 18 Reﬂ ex 
  half). It has a range increment of 150 feet.
  The gnomish rocket requires a ranged attack roll to 
  hit. Like a long riﬂ e, it requires two hands to use properly. 
  Using the gnomish rocket proﬁ ciently requires the Exotic 
  Weapon Proﬁ ciency (ﬁ rearms) feat.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  ranged); Weight 5 lb.; MR 2; TS 12; Craft DC 33; Price 
  915 gp.
  Grease Mine: Hardness 0; 1 hp; Size Fine; Weight 1/3 
  lb.; MR 0; TS 4; Craft DC 10; Price 290 gp per dozen.
  Ironjaw: Hardness 1; 3 hp; Size Diminutive (weapon 
  category: exotic, light melee—grapple only); Weight 4 
  lb.; MR 1; TS 3; Craft DC 18; Price 405 gp.
  Lightning Net: Fuel: Recharging the battery consumes 
  half a vial of phlogiston.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  ranged); Weight 10 lb.; MR 2; TS 12; Craft DC 24; Price 
  595 gp.
  Musk Bomb: Hardness 1; 3 hp; Size Diminutive; 
  Weight 1 lb.; MR 0; TS 6; Craft DC 15; Price 115 gp.
  Net Launcher: A net launcher has a range increment 
  of 40 feet. Reloading it requires 10 minutes and a DC 20 
  Use Technological Device check.
  The net launcher is a ﬁ rearm and requires a ranged 
  attack roll to hit. Like a long riﬂ e, it requires two hands 
  to use properly. Using the net launcher proﬁ ciently 
  
  W O R L D  O F  W A R C R A F T  R P G  C O N V E R S I O N  D O C U M E N T
  11
  requires the Exotic Weapon Proﬁ ciency (ﬁ rearms) feat.
  Fuel: Each shot consumes 1 ounce of gunpowder.
  Ammunition: The net launcher ﬁ res special nets 
  packed into kegs for just such a purpose (25 gp each). 
  Repacking a used net takes 10 minutes and a DC 20 Use 
  Technological Device check.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  ranged); Weight 10 lb.; MR 2; TS 2; Craft DC 22; Price 
  175 gp.
  Oscillating Hilt: Activating the oscillating hilt is a 
  free action.
  Fuel: An oscillating hilt uses 1 vial of phlogiston every 
  4 hours of continuous operation.
  Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 
  2; TS 6; Craft DC 18; Price 505 gp.
  Splinter Gun: The splinter gun ﬁ res darts in a 30-
  foot cone (no range increment). It deals 4d6 points of 
  piercing damage to the primary target (if the wielder’s 
  ranged attack roll succeeds) and 2d6 points of damage 
  to all other creatures within the cone (Reﬂ ex DC 15 
  negates). Reloading the splinter gun takes 5 rounds.
  The splinter gun is a ﬁ rearm and requires a ranged 
  attack roll to hit. Like a long riﬂ e, it requires two hands to 
  use properly. Using the splinter gun proﬁ ciently requires 
  the Exotic Weapon Proﬁ ciency (ﬁ rearms) feat.
  Hardness 3; 5 hp; Size Tiny (weapon category: exotic, 
  ranged); Weight 15 lb.; MR 1; TS 12; Craft DC 33; Price 
  2,015 gp.
  Swordbelt: The swordbelt is a standard longsword, 
  save for the ability to turn it into a belt. Changing it into 
  a belt (or into a sword) takes 1 minute.
  Hardness 3; 5 hp; Size Tiny (weapon category: martial, 
  one-handed melee); Weight 4 lb.; MR 1; TS 2; Craft DC 
  7; Price 50 gp.
  Tinker’s Tosser: Starting a tinker’s tosser is a free 
  action, but the device takes 2 round to build up enough 
  pressure to launch an object. After it does so, it takes 
  another 2 rounds before it is ready again.
  Fuel: One vial of phlogiston powers the tosser for ten 
  launches.
  Hardness 3; 5 hp; Size Tiny; Weight 15 lb.; MR 2; TS 
  5; Craft DC 24; Price 640 gp.
  Zecker Devices
  Zecker Devices
  Zecker’s Cloak: Activating Zecker’s cloak is a full-
  round action that provokes attacks of opportunity.
  Hardness 5; 10 hp; Size Small (sized for Medium 
  wearers); Weight 25 lb.; MR 1; TS 21; Craft DC 46; 
  Price 26,830 gp.
  Zecker’s Firestaff: When used as a weapon, treat 
  Zecker’s ﬁ restaff as a quarterstaff.
  Hardness 3; 5 hp; Size Tiny; Weight 25 lb.; MR 2; TS 
  9; Craft DC 34; Price 3,600 gp.
  Zecker’s Wand: Fuel: One charge of poison costs 200 
  gp. Creating it requires a DC 25 Craft (alchemy) check.
  Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 
  1; TS 11; Craft DC 29; Price 3,070 gp.
  LANDS OF CONFLICT
  LANDS OF CONFLICT
  Pg. 40: Agramalor, Lord of the Dreadmaul ogres, is a 
  10th-level warrior/8th-level mage. Lord Kazzak, Lord 
  of the Doomguard demons, is a 10th-level warlock. 
  Archmage Thas’ranan, Commander of Nethergarde’s 
  mages, is a 2nd-level high elf/12th-level mage.
  Pg. 41: Archmage Thas’ranan, Commander of 
  Nethergarde’s mages, is a 2nd-level high elf/12th-level 
  mage. General Lordenson, Commander of Nethergarde’s 
  warriors, is a 14th-level paladin.
  Pg. 42: Chief Ogg’ora is a 9th-level mage.
  Pg. 46: Lord Ello Ebonlocke is a 3rd-level mage/5th-
  level priest.
  Pg. 47: Lord Ello Ebonlocke is a 3rd-level mage/5th-
  level priest.
  Pg. 52: King Anduin Wrynn is a 1st-level commoner. 
  (The statistics in the book refer to former king Varian 
  Wrynn.)
  Pg. 53: General Marcus Jonathan has Stealth –6.
  Pg. 57: Baron Revilgaz has Stealth +12.
  Pg. 62: Edwin VanCleef has Stealth +17 and Use 
  Technological Device +12.
  Pg. 68: Thugrim Seven-Eyes is a 2nd-level shaman.
  Pg. 73: Garshilan is a 5th-level warrior/8th-level mage. 
  Baleﬂ ame is a 5th-level mage.
  Pg. 86: Mug’thol has Stealth –2 (–6 when hiding).
  Pg. 87: Gorg is a 4th-level mage.
  Pg. 89: Prince Galen Trollbane has Stealth –4.
  Pg. 90: Archmage Ansirem Runeweaver is a 13th-level 
  mage/5th-level archmage of Kirin Tor.
  Pg. 91: Kel’Thuzad is a 25th-level necromancer.
  Pg. 92: Archmage Ansirem Runeweaver is a 13th-level 
  mage/5th-level archmage of Kirin Tor.
  Pg. 95: Kel’Thuzad is a 25th-level necromancer.
  Pg. 103: Durthis Boneshod is a 1st-level Forsaken/3rd-
  level warrior/4th-level mage.
  Pg. 105: Dark Lady Sylvanas Windrunner is a 10th-
  level elven ranger/10th-level warrior/10th-level mage.
  Pg. 106: Dark Lady Sylvanas Windrunner is a 10th-
  level elven ranger/10th-level warrior/10th-level mage.
  Pg. 108: Master Apothecary Faranell is an 8th-level 
  mage/2nd-level expert/2nd-level dark apothecary.
  Pg. 109: Kel’Thuzad is a 25th-level necromancer.
  Pg. 113: The Dragonhawks of Quel’Danas are 5th-
  level warriors/3rd-level mages/2nd-level windriders. 
  Aquel’Luer’Thala is a 5th-level warrior/3rd-level mage/
  5ht-level windrider.
  Pg. 115: Warlord Jin’zakk is a 5th-level barbarian/6th-
  level shaman/8th-level primal.
  
  W O R L D  O F  W A R C R A F T  R P G  C O N V E R S I O N  D O C U M E N T
  12
  Pg. 126: Naith is a 3rd-level shaman. Jai’nor is a 3rd-
  level mage.
  Pg. 127: In the left column, in the ﬁ rst paragraph after 
  the boxed text, change “Build Small Devices” to “Small 
  Device Knack.”
  Pg. 129: The forest troll guard has Stealth +1.
  Pg. 130: Bloodstone has Stealth +5.
  Pg. 136: Revith One-Ear is a 3rd-level rogue/2nd-level 
  mage. He has Stealth +9 and Tumble +9.
  Pg. 138: Rerjik Mashnose is a 3rd-level barbarian/2nd-
  level shaman.
  Pg. 142: Ganthrifal has Stealth +19 and Use Magic 
  Device +24. Due to the new rules for Magic Energy 
  Control, his Will save is +16. He casts spells as a 13th-
  level warlock.
  Pg. 145: The acolyte is a 6th-level warlock.
  Pp. 147−148: Mael Shelub is a 9th-level necromancer. 
  He has Stealth +11 (+7 when hiding).
  Pg. 148: Blarus Whitrick is an 11th-level warlock.
  Pg. 156: Kel’Thuzad is a 25th-level necromancer. 
  Pai Stormbringer is a 10th-level rogue/6th-level 
  necromancer. Ul’haik is a 1st-level high elf/3rd-level 
  mage/9th-level necromancer.
  Pg. 162: Tomli Magellas is a 13th-level mage/5th-level 
  dwarven prospector. Ryona Blondbeard is a 6th-level 
  mage/9th-level tinker.
  Pg. 164: Master Apothecary Faranell is a 2nd-level 
  Forsaken/8th-level 
  mage/2nd-level 
  expert/2nd-level 
  dark apothecary.
  Pg. 167: High General Abbendis is an 18th-level 
  paladin. Grand Inquisitor Isillien is an 18th-level priest 
  (Holy Light). Highlord Taelan Fordring is a 12th-level 
  paladin.
  Pg. 170: Forthisal D’Neve is a 1st-level high elf/6th-
  level rogue/3rd-level soldier/2nd-level mage.
  Pg. 173: Lady Beve Perenolde is a 9th-level rogue/5th-
  level mage.
  Pg. 176: The bayonet, greathammer, and dwarven 
  battle hammer have updated statistics in the World of 
  Warcraft RPG book.
  Pg. 184: Remove Hide from the dwarven prospector’s 
  list of class skills and add Stealth.
  Pg. 189: In the crocolisk’s entry, replace all instances 
  of Hide with Stealth. They gain their racial bonus to 
  Stealth in the water only when they are hiding.
  Pp. 193−194: In the threshadon’s entry, replace all 
  instances of Hide with Stealth. They gain their racial 
  bonus to Stealth in the water only when they are 
  hiding.
  Pg. 195: Worgen have Stealth +7.
  SHADOWS AND LIGHT
  SHADOWS AND LIGHT
  Pp. 14−23: Eliminate the game mechanic information 
  for the following epic classes: healer, druid of the wild, 
  necromancer, paladin warrior and priest. These classes 
  are markedly different in the new edition, and the epic 
  rules given here are no longer appropriate.
  Pg. 17: Eliminate the information about the epic 
  tinker’s scavenge ability, since the ability no longer works 
  the same way. Add the following information:
  Cobble: The epic tinker can use this ability one 
  additional time each week every ﬁ ve levels above 18th 
  (5/week at 23rd level, 6/week at 28th level, and so 
  forth).
  Coolness Under Fire: The epic tinker can use this 
  ability one additional time each day every two levels 
  above 19th (9/day at 21st level, 10/day at 23rd level, and 
  so forth).
  Energy Resistance: The epic tinker gains 5 additional 
  points of energy resistance every four levels above 
  20th (he has energy resistance 25 at 24th level, energy 
  resistance 30 at 28th level, and so forth).
  Pp. 34−35: Cairne Bloodhoof is a 1st-level tauren/
  10th-level hunter/11th-level scout. He has Knowledge 
  (military tactics) +5 and Stealth +29.
  Pg. 36: Muradin Bronzebeard has Stealth +17.
  Pg. 37: Orgrim Doomhammer has Stealth +8.
  Pp. 38−39: Gul’dan is a 25th-level warlock/4th-level 
  warrior/6th-level shaman. He has Stealth +27.
  Pg. 41: Khadgar is a 17th-level mage/5th-level 
  archmage of Kirin Tor. His Will save is +13.
  Pg. 42: Krasus (Korialstrasz) is a 5th-level archmage 
  of Kirin Tor.
  Pg. 43: Sir Anduin Lothar has Stealth +8 and Swim 
  +12.
  Pp. 44−45: Medivh is a 25th-level mage/10th-level 
  warlock (his current path is mage).
  Pg. 47: Jaina Proudmoore is a 13th-level mage/4th-
  level archmage of Kirin Tor.
  Pg. 49: Rhonin is a 17th-level mage.
  Pg. 50: Maiev Shadowsong has Stealth +27 (+44 
  when hiding) and Bluff +19.
  Pg. 51: Malfurion Stormrage is a 27th-level druid/8th-
  level scout. He has Stealth +18 (+38 when moving 
  silently).
  Pg. 71: Agamaggan has Stealth +38 (+22 when 
  hiding) and Swim +31.
  Pg. 73: Aviana is a 23rd-level rogue/14th-level mage. 
  She has Stealth +24 (+20 when hiding) and Use Mage 
  Device +28.
  Pg. 75: Queen Azshara is a 43rd-level mage. 
  Pp. 77−78: Cenarius is a 20th-level druid. He has 
  Stealth +59 (+51 when hiding) and Use Magic Device 
  +32.
  Pp. 79−80: Elune is an 85th-level priest. She has 
  Stealth +84 (+80 when hiding).
  
  W O R L D  O F  W A R C R A F T  R P G  C O N V E R S I O N  D O C U M E N T
  13
  Pp. 81−82: Malorne is a 45th-level druid/10th-level 
  hunter. He has Stealth +49 (+45 when hiding) and Use 
  Magic Device +48.
  Pp. 83-84: Ursoc is a 24th-level warrior/21st-level 
  priest. Ursol is a 24th-level warrior/21st-level shaman. 
  He has Stealth +40 (+32 when hiding) and Use Magic 
  Device +31.
  Pp. 85−86: Lord Xavius is a 31st-level mage.
  Pp. 87-89: Alexstrasza casts spells as a 38th-level 
  mage.
  Pp. 90−91: Malygos casts spells as a 40th-level arcanist. 
  He has access to the mage, necromancer and warlock 
  spell lists.
  Pp. 92−94: Neltharion has Stealth +60 (+44 when 
  hiding) and Use Magic Device +71. He casts spells as a 
  36th-level mage.
  Pp. 94−96: Nozdormu casts spells as a 35th-level 
  mage.
  Pp. 97−99: Ysera casts spells as a 36th-level mage.
  Pp. 99-101: Al’Akir has Bluff +58 and Stealth +66 
  (+50 when hiding).
  Pp. 101−103: Neptulon has Stealth +113 (+97 when 
  hiding) and Tumble +113.
  Pp. 105−107: Therazane has Stealth +86 (+70 when 
  hiding).
  Pp. 112−114: Aman’Thul is a 20th-level druid/20th-
  level shaman, and both paths are considered to be his 
  current path. He also has access to the priest spell list. 
  Pp. 114−116: Eonar is a 35th-level druid.
  Pp. 119−121: Norgannon is a 37th-level mage. He also 
  has access to the necromancer and warlock spell lists.
  Pp. 121−124: Sargeras is a 22nd-level warrior/16th-
  level warlock.
  Pg. 150: Table 5−6 uses defunct character classes; 
  replace it with the following:
  Pp. 151−152: The fungal horror has Stealth +14 (+6 
  when hiding).
  Pp. 157−159: The nether dragon has Stealth +31 
  (+19 when hiding) and Tumble +23. The netherwyrm 
  has Diplomacy +42 and Stealth +46 (+30 when 
  hiding).
  Pp. 162−164: The spells are at the levels listed, save 
  for greater ﬁ nger of death; replace the Level entry with 
  “Level: Ncr 12, Wrl 12.”
  Table 5−6: Outland Random Encounters
  Table 5−6: Outland Random Encounters
  d% 
  Encounter (Average EL)
  0–40 
  No encounter 
  41–50 
  Draenei scout party (1d4+1 draenei Sct3 and 1 
  draenei Sct6) (EL 7)
  51–60 
  Draenei war party (2d4 draenei War5, 1 draenei 
  War5/Gla3 and 1 draenei Pre7) (EL 11)
  61–66 
  Felguard patrol (1d6+5 felguard and 1 fel stalker) 
  (EL 10)
  67–73 
  Fel hunter pack (2d4 fel hunters) (EL 13)
  74–78 
  Shadow Council destroyers (1 orc Wrl 13 and 1d4+1 
  orc Wrl 6) (EL 14)
  79 
  Pit lord (EL 21)
  80 
  Eredar warlock (EL 23)
  81–85 
  Fire elemental squad (2d4 Large ﬁ re elementals and 
  1 Huge ﬁ re elemental) (EL 11) 
  86–93 
  Fungal horror‡‡ (EL 11) 
  94–98 
  Nether dragon‡‡ (EL 19)
  99–100 
  Nether dragon, netherwyrm‡‡ (EL 28)
  
SOURCE: textdata/thevault/Warcraft (d20) [multi]/WoW - Conversion 1st to 2nd edition.pdf