Dmg (S) = Wielded by a small character
Dmg (M) = Wielded by a medium-sized character
NL = Non-lethal damage
Critical = Damage weapon does when it scores a critical (may also indicate the weapons alternate threat score)
Range Increment = The range in which a weapon can shoot and not take a penalty. Each range increment results in a cumulative -2 penalty. Thrown weapons can only go out 5 range increments. Projectile weapons can go out to 10 increments.
Weight = Weight of the weapon
Type: B = Bludgeoning, P = Piercing, S = Slashing
Size = Size of the weapon which will affect the critical damage it may cause.
Hardness = Hardness of the item (damage an item may take before it affects its hit points)
Hit Points = The hit points an item has before it is broken (may be repaired both magically or normally)
Special = Special qualities of the item or pre-requisites needed to use.
Color Scheme:
Common = 80% available, 2d6 items, Resale: 50%
Uncommon = 60% available, 1d8 items, Resale: 60%
Rare = 30% available, 1d4 items, Resale: 70%
Very Rare = 10 % available, 1 item, Resale: 100%