_____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Baldur's Gate II: Shadows of Amn (PC) & Throne of Bhaal (BG2 Expansion, PC) Items Listing _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ June 28, 2001 Version 2.0 Written by: Dan Simpson Email: manymoose@hotmail.com ______________________________________Notes____________________________________ You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.gamewinners.com/ This is just an Items listing for the game Baldur's Gate II. I also have a complete FAQ/Walkthrough: http://www.gamefaqs.com/computer/doswin/game/25804.html Items are sorted first by type (Amulets, Armors, etc.), then by item code number (such as AMUL01 or PLAT01). Items that have the exact the description as a previous item are not described. Items that have a redundant description are not described (for example the item "Valygar's Body" has the description of "This is the body of Valygar"). Plot related items from the ORIGINAL Baldur's Gate are not covered. Finally, books are mostly not described. All Throne of Bhaal items are noted as such, either as an entire section of ToB items, or by each individual items. If you do not have Throne of Bhaal installed, then you cannot get these items. If you want to learn how to cheat to create these items, check out my FAQ/Walkthrough at GameFAQs. _______________________________________________________________________________ __________________ Table of Contents: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Quick Item List (just the item codes) Full Item List (Item code plus full description) Amulets Arrows Axes Bags Belts Blunt Weapons (not hammers) Bolts Books Boots Bows Bracers Bullets Chainmails Cloaks & Robes Components for Cespenar (Throne of Bhaal) Crossbows Daggers Darts Drow Items Familiars Halberds Hammers Helmets Icewind Dale Items (from the Preorder CD) Keys Leather Armors Misc Items Plate Mails Plot Items (Throne of Bhaal) Potions Quivers (Throne of Bhaal) Rings Rods Dragon Scales Scrolls Secret Pantaloon Stuff (Throne of Bhaal) Shields Slings Staves Swords Torment Items (from the Collector's Edition) Two Handed Swords Wands Final Words... ------------------------------------------------------------------------------- Quick Item List ------------------------------------------------------------------------------- AMULETS: AMUL01 - Necklace of Missiles AMUL02 - Necklace AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace (3000 gp) AMUL13 - Bloodstone Amulet AMUL14 - Amulet of Protection +1 AMUL15 - Shield Amulet AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) AMUL17 - Greenstone Amulet AMUL18 - Wolfsbane Charm +2 vs Lycanthropes AMUL19 - Amulet of 5% Magic Resistance AMUL20 - Kaligun's Amulet of Magic Resistance AMUL21 - Amulet of Power AMUL22 - Periapt of Proof Against Poison AMUL23 - Periapt of Life Protection AMUL24 - Necklace of Form Stability AMUL25 - Amulet of Spell Warding AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal) AMUL27 - Amulet of Seldarine (Throne of Bhaal) AMUL28 - Amulet of the Master Harper (Throne of Bhaal) ARROWS: AROW01 - Arrow AROW02 - Arrow +1 AROW03 - Arrow of Slaying AROW04 - Acid Arrow AROW05 - Arrow of Biting AROW06 - Arrow of Detonation AROW07 - Arrow or Dispelling AROW08 - Arrow of Fire AROW09 - Arrow of Ice AROW10 - Arrow of Piercing AROW11 - Arrow +2 AROW12 - Arrow of Biting AROW1A - Arrow +2 (different picture) AROW15 - Arrow +3 (Throne of Bhaal) AXES: AX1H01 - Battle Axe AX1H02 - Battle Axe +1 AX1H03 - Battle Axe +2 AX1H04 - Throwing Axe AX1H05 - Throwing Axe +2 AX1H06 - Throwing Axe +2 AX1H07 - Bala's Axe (miscast magic) AX1H08 - Hangard's Axe +2 AX1H09 - Rifthome Axe +3 (thrown) AX1H10 - Azuredge Axe +3 AX1H11 - Battle Axe +2 AX1H12 - Battle Axe +3, Stonefire AX1H13 - Battle Axe +3, Frostreaver AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal) AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal) AX1H16 - K'logarath +4 (Throne of Bhaal) AX1H17 - Battle Axe +3 (Throne of Bhaal) BAGS: BAG02 - Gem Bag (BAG02B-BAG02I also work) BAG03 - Scroll Case (BAG03B-BAG03I also work) BAG04 - Bag of Holding BAG05 - Ammo Belt (Throne of Bhaal) BAG06 - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work) BAG19 - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work) BAG20 to BAG31 - Bag of Holding (Throne of Bhaal) BELTS: BELT01 - Girdle BELT02 - Golden Girdle BELT03 - Girdle of Bluntness BELT04 - Girdle of Piercing BELT05 - Girdle of Masculinity/Femininity BELT06 - Girdle of Hill Giant Strength (19 STR) BELT07 - Girdle of Stone Giant Strength (20 STR) BELT08 - Girdle of Frost Giant Strength (21 STR) BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours) BELT10 - Belt of Inertial Barrier (resist damage) BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal, 22 STR) MEL01 - Imoen's Belt BLUNT WEAPONS: BLUN01 - Club BLUN02 - Flail BLUN03 - Flail +1 BLUN04 - Mace BLUN05 - Mace +1 BLUN06 - Morning Star BLUN07 - Morning Star +1 BLUN08 - Flail BLUN09 - Kiel's Morningstar BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures BLUN11 - Mace BLUN12 - Mace of Disruption +1 BLUN13 - Flail +2 BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold) BLUN14A - Flail Head (Cold) BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) BLUN14E - Flail of Ages (Acid + Cold) BLUN14F - Flail of Ages (Fire + Acid) BLUN14G - Flail of Ages (Cold) BLUN14H - Flail of Ages (Fire) BLUN14I - Flail of Ages (Acid) BLUN15 - Morning Star +2 BLUN16 - Morningstar + 2: The Sleeper BLUN17 - Morningstar +2: Wyvern's Tail BLUN18 - Mace +3: Skullcrusher BLUN19 - Mace +2: Mauler's Arm BLUN20 - Mace +1: Ardulia's Fall BLUN21 - Mace +2 BLUN22 - Club +3, Blackblood BLUN23 - Bone Club +2, +3 vs. Undead BLUN24 - Club +2, Gnasher BLUN25 - Mace of Disruption +2 BLUN26 - Club of Detonation +3 (Throne of Bhaal) BLUN27 - Club of Detonation +5 (Throne of Bhaal) BLUN28 - Storm Star +3 (Throne of Bhaal) BLUN29 - Storm Star +5 (Throne of Bhaal) BLUN30 - Flail of Ages +5 (Throne of Bhaal) BLUN30A - Flail Head (Poison) (Throne of Bhaal) BLUN30B - Flail Head (Electric) (Throne of Bhaal) BLUN30C - Flail of Ages +4 (Throne of Bhaal) BLUN30D - Flail of Ages +4 (Throne of Bhaal) BLUN31 - Club +3 (Throne of Bhaal) BLUN32 - Flail +3 (Throne of Bhaal) BLUN33 - Mace +3 (Throne of Bhaal) BLUN34 - Morning Star +3 (Throne of Bhaal) BLUN35 - Ice Star +4 (Throne of Bhaal) BOLTS: BOLT01 - Bolt BOLT02 - Bolt +1 BOLT03 - Bolt of Lightning BOLT04 - Bolt of Biting BOLT05 - Bolt of Polymorphing BOLT06 - Bolt +2 BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) BOLT08 - Blessed Bolt BOLT09 - Bolt +3 (Throne of Bhaal) BOOKS: BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Manual of Bodily Health +1 Con BOOK04 - Manual of Gainful Exercise +1 Str BOOK05 - Manual of Quickness of Action +1 Dex BOOK06 - Tome of Clear Thought +1 Int BOOK07 - Tome of Leadership and Influence +1 Chr BOOK08 - Tome of Understanding +1 Wis BOOK09 - Normal Book BOOK10 | - miscellaneous Histories BOOK67 BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must be Identified) BOOK70 - Yago's Book of Curses BOOK71 | - miscellaneous Dusty Books BOOK86 BOOK87 - Balduran's Log Book BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir BOOK89 - The Book of Kaza BOOK90 - Golem Building Book BOOK91 - Tome of Amaunator BOOK92 - Merella's Journal BOOK93 - Orcish Cookbook BOOK94 - The Vapiricus Omnibus: Unabridged BOOK95 - Dea Vampir Becomos BOOK96 - Conjur Ota Servanta BOOK97 - Lellyn's Journal BOOK98 - Book of King Strohm III HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal) BOOTS: BOOT01 - Boots of Speed BOOT02 - Boots of Stealth BOOT03 - Boots of the North BOOT04 - Boots of Avoidance BOOT05 - Boots of Grounding BOOT06 - Worn Out Boots BOOT07 - Boots of Elvenkind BOOT08 - Boots of Phasing BOOT09 - Boots BOOT10 - Boots of Lightning Speed (double haste) BOOT11 - Boots of Etherealness BOOT12 - Gargoyle Boots (Throne of Bhaal) BOOTDRIZ - Drizzt's Boots of Speed BOWS: BOW01 - Composite Long Bow BOW02 - Composite Long Bow +1 BOW03 - Long Bow BOW04 - Long Bow +1 BOW05 - Short Bow BOW06 - Short Bow +1 BOW07 - Long Bow of Marksmanship BOW08 - Eagle Bow (Short Bow +2) BOW09 - Ripper +2 BOW10 - Heartseeker +3 BOW11 - Strong Arm +2 BOW12 - Elven Court Bow +3 BOW13 - Mana Bow +4 BOW14 - Tuigan Short Bow +1 BOW15 - Tansheron's Short Bow +3 (needs no ammo) BOW16 - Composite Long Bow +2 BOW17 - Long Bow +2 BOW18 - Short Bow +2 BOW19 - Short Bow of Gesen (needs no ammo) BOW19A - Gesen Bow Shaft BOW19B - Gesen Bow String BOW20 - Darkfire Bow +4 (Throne of Bhaal) BOW21 - Darkfire Bow +5 (Throne of Bhaal) BOW22 - Taralash +4 (Throne of Bhaal) BOW23 - Taralash +5 (Throne of Bhaal) BOW24 - Composite Long Bow +3 (Throne of Bhaal) BOW25 - Long Bow +3 (Throne of Bhaal) BOW26 - Short Bow +3 (Throne of Bhaal) BOW99 - Eagle Bow (short bow +2) NPBOW - Bow of Arvoreen (Mazzy) BRACERS: BRAC01 - Bracers of Defense AC 8 BRAC02 - Bracers of Defense AC 7 BRAC03 - Bracers of Defense AC 6 BRAC04 - Bracers of Archery BRAC05 - Bracers BRAC06 - Gauntlets of Ogre Power BRAC07 - Gauntlets of Dexterity BRAC08 - Gauntlets of Fumbling BRAC09 - Gauntlets of Weapon Skill BRAC10 - Gauntlets of Weapon Expertise BRAC11 - Bracers of Binding (cursed item) BRAC12 - Bracers BRAC13 - Bracers of Defense AC 5 BRAC14 - Bracers of Defense AC 4 BRAC15 - Bracers of Defense AC 3 BRAC16 - Bracers of Blinding Strike (improved haste once a day) BRAC17 - Gloves of Pick Pocketing BRAC18 - Gloves of Missile Snaring BRAC19 - Gauntlets of Crushing (extra fist damage) BRAC20 - Gloves of Healing BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal) BRAC22 - Paladin's Bracers (Throne of Bhaal) BRAC23 - Blessed Bracers (Throne of Bhaal) BRAC24 - Bard's Gloves (Throne of Bhaal) BRAC25 - Wondrous Gloves (Throne of Bhaal) BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal) BULLETS: BULL01 - Bullet BULL02 - Bullet +1 BULL03 - Bullet +2 BULL04 - Sunstone Bullet +1 BULL05 - Bullet +3 (Throne of Bhaal) BULL06 - Bullet +4 (Throne of Bhaal) CHAINMAILS: CHAN01 - Chainmail CHAN02 - Chainmail +1 CHAN03 - Chainmail +2 CHAN04 - Splint Mail CHAN05 - Splint Mail +1 CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail) CHAN07 - Chain Mail +3 CHAN08 - Chain Mail +2 CHAN09 - Darkmail +3 CHAN10 - Jester's Chain +4 CHAN11 - Crimson Chain +5 CHAN12 - Elven Chain Mail CHAN13 - Elven Chain +1 CHAN14 - Sylvan Chain +2 CHAN15 - Melodic Chain +3 CHAN16 - Bladesinger Chain +4 CHAN17 - Ashen Scales +2 CHAN18 - Armor of Faith +3 CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal) CHAN20 - White Dragon Scale (Throne of Bhaal) CHAN21 - Chain Mail +3 (Throne of Bhaal) NPCHAN - Corthala Family Armor CLOAKS & ROBES: CLCK01 - Cloak of Protection +1 CLCK02 - Cloak of Protection +2 CLCK03 - Cloak of Displacement CLCK04 - Cloak of the Wolf CLCK05 - Cloak of Balduran CLCK06 - Cloak of Non-Detection CLCK07 - Nymph Cloak CLCK08 - Algernon's Cloak CLCK09 - Mage Robe of Cold Resistance CLCK10 - Mage Robe of Fire Resistance CLCK11 - Mage Robe of Electrical Resistance CLCK12 - Knave's Robe CLCK13 - Traveller's Robe CLCK14 - Adventurer's Robe CLCK15 - Robe of the Good Archmagi CLCK16 - Robe of the Neutral Archmagi CLCK17 - Robe of the Evil Archmagi CLCK18 - Knave's Robe CLCK19 - Robe of the Good Archmagi CLCK20 - Cloak of the Shield CLCK21 - Holy cloak CLCK22 - Shandalar's cloak CLCK23 - Cloak of Elvenkind (hide in shadows bonus) CLCK24 - Cloak of Reflection CLCK25 - Cloak of the Stars CLCK26 - Cloak of Mirroring CLCK27 - Cloak of the Sewers (AC +1) CLCK28 - Shadow Thief Cloak CLCK29 - Robe of the Apprenti CLCK30 - Cloak of Bravery CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal) CLCK32 - Montolio's Cloak (Throne of Bhaal) NPARM - Jansen AdventureWear NPCLCK - Cloak of the High Forest (Cernd) COMPONENTS FOR CESPENAR (Throne of Bhaal): COMPON01 - Liquid Mercury COMPON02 - Eye of Tyr COMPON03 - Fflar's Scabbard COMPON04 - Baalor's Claw COMPON05 - Roranach's Horn (also a working helmet) COMPON06 - Skull of the Lich COMPON07 - Hindo's Hand COMPON08 - Starfall Ore COMPON09 - Rune of Clangeddin COMPON10 - Bowstring of Gond COMPON11 - Montolio's Clasp COMPON12 - Horn (left) COMPON13 - Horn (right) COMPON14 - Nymph's Tear COMPON15 - Heart of the Damned COMPON16 - Montolio's Cloak COMPON17 - Circlet of Netheril COMPON18 - White Dragon Scales COMPON19 - Blue Dragon Scales TOME01 - Golem Manual TOME02 - Clay Golem Manual TOME02A - Clay Golem Page TOME03 - Stone Golem Manual TOME03A - Stone Golem Page TOME04 - Juggernaut Golem Manual TOME04A - Juggernaut Golem Page CROSSBOWS: XBOW01 - Heavy Crossbow XBOW02 - Heavy Crossbow +1 XBOW03 - Heavy Crossbow of Accuracy XBOW04 - Light Crossbow XBOW05 - Light Crossbow +1 XBOW06 - Light Crossbow of Speed XBOW07 - Heavy Crossbow +2 XBOW08 - Giant Hair Crossbow +3 XBOW09 - Light Crossbow +2 XBOW10 - Necaradan's Crossbow +3 XBOW12 - Flasher Launcher XBOW13 - Crossbow of Affliction +4 XBOW14 - Heavy Crossbow of Searing +1 XBOW15 - Firetooth +4 (Throne of Bhaal) XBOW16 - Firetooth +5 (Throne of Bhaal) XBOW17 - Heavy Crossbow +3 (Throne of Bhaal) XBOW18 - Light Crossbow +3 (Throne of Bhaal) DAGGERS: DAGG01 - Dagger DAGG02 - Dagger +1 DAGG03 - Dagger +2 DAGG04 - Dagger +2, Longtooth DAGG05 - Throwing Dagger DAGG06 - Nester's Dagger DAGG07 - Kylee's Dagger DAGG08 - Hentold's Dagger DAGG09 - Silver dagger - Werebane DAGG10 - Soultaker Dagger DAGG11 - Boomerang Dagger +2 (thrown, returns) DAGG12 - Dagger of Throwing +3 Firetooth DAGG13 - Pixie Prick +3 DAGG14 - Dagger +4: 'BoneBlade' DAGG15 - Dagger +2 DAGG16 - Poisoned Throwing Dagger DAGG17 - Stiletto of Demarchess +2 DAGG18 - Shadow Thief Dagger DAGG19 - Dagger of DAGG20 - Dagger +4, Life-Stealer DAGG21 - Dagger of the Star +4 (Throne of Bhaal) DAGG22 - Dagger of the Star +5 (Throne of Bhaal) DAGG23 - Ixil's Spike (Throne of Bhaal) DAGG24 - Dagger +3 (Throne of Bhaal) NEBDAG - Neb's Nasty Cutter MISC75 - Dagger of Venom DARTS: DART01 - Dart DART02 - Dart +1 DART03 - Dart of Stunning DART04 - Dart of Wounding DART05 - Asp's Nest (poison) DART06 - Giant Rock DART08 - Crimson Dart +3 (Throne of Bhaal) STARDART - Darts +5 (lasts for 4 hours) DROW ITEMS: DWBLUN01 - Drow Flail +3 DWBOLT01 - Drow Bolt of Sleep DWBOLT02 - Drow Bolt of Stunning DWBOLT03 - Drow Bolt +1 DWCHAN01 - Drow Elven Chain +3 DWCHAN02 - Drow Adamantine Chain +5 DWCLCK01 - Drow Piwafwi Cloak DWDUST - Adamantine Dust DWHALB01 - Drow Halberd +3 DWPLAT01 - Drow Full Plate +5 DWSHLD01 - Drow Shield +3 DWSPER01 - Drow Lance +3 DWSW1H01 - Drow Scimitar +3 DWSW1H02 - Drow Longsword +3 DWXBOW01 - Drow Crossbow of Speed FAMILIARS: FAMCAT - A familiar, cat FAMCAT25 - Upgraded Cat (Throne of Bhaal) FAMDUST - A familiar, dust mephit FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal) FAMFAIR - A familiar, fairy dragon FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal) FAMFER - A familiar, ferret FAMFER25 - Upgraded ferret (Throne of Bhaal) FAMIMP - A familiar, imp FAMIMP25 - Upgraded imp (Throne of Bhaal) FAMPSD - A familiar, pseudodragon FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal) FAMQUAS - A familiar, quasit FAMQUA25 - Upgraded quasit (Throne of Bhaal) FAMRAB - A familiar, rabbit FAMRAB25 - Upgraded rabbit (Throne of Bhaal) HALBERDS: HALB01 - Halberd HALB02 - Halberd +1 HALB03 - Halberd +2 HALB04 - Halberd +3: Dragon's Bane HALB05 - Halberd +4 Dragon's Breath HALB06 - Halberd +4 Blackmist HALB07 - Halberd +2 HALB08 - Halberd +2, Duskblade HALB09 - Wave Halberd +4 HALB09A & HALB09B - Wave Shaft & Blade HALB10 - Ravager +4 (Throne of Bhaal) HALB11 - Ravager +6 (Throne of Bhaal) HALB12 - Halberd +3 (Throne of Bhaal) HAMMERS: HAMM01 - War Hammer HAMM02 - War Hammer +1 HAMM03 - War hammer +2 HAMM04 - Warhammer +1,+4 vs giant humanoids HAMM05 - War Hammer +2 HAMM06 - Dwarven Thrower +3 HAMM07 - Dwarven Warhammer of Thunderbolts +3 HAMM08 - War Hammer +2 HAMM09 - Crom Faeyr (best weapon in the game) HAMM10 - Runehammer +4 (Throne of Bhaal) HAMM11 - Runehammer +5 (Throne of Bhaal) HAMM12 - War Hammer +3 (Throne of Bhaal) HELMS: HELM01 - Helmet HELM02 - Helm of Opposite Alignment HELM03 - Helm of Glory HELM04 - Helm of Defense HELM05 - Helm of Infravision HELM06 - Helm of Charm Protection HELM07 - Helm of Balduran HELM08 through HELM13, HELM15 - Helmet HELM14 - Kiel's Helmet HELM16 - Helm of Brilliance HELM17 - Skull of Death HELM18 - Pearly White Ioun Stone (regenerate HP) HELM19 - Dusty Rose Ioun Stone (AC +1) HELM20 - Pale Green Ioun Stone (bonus HP and THAC0) HELM21 - Dragon Helm HELM22 - Amnish Helmet HELM23 - Golden Ioun Stone (Throne of Bhaal) HELM24 - Obsidian Ioun Stone (Throne of Bhaal) HELM25 - Silver Ioun Stone (Throne of Bhaal) HELM26 - Lavender Ioun Stone (Throne of Bhaal) HELM27 - Bronze Ioun Stone (Throne of Bhaal) HELM28 - Circlet of Netheril (Throne of Bhaal) HELM29 - Thieves' Hood (Throne of Bhaal) HELM30 - Thieves' Hood (Throne of Bhaal) HELM31 - Helm of the Rock (Throne of Bhaal) HELM32 - Helm of the Rock (Throne of Bhaal) HELM33 - Gold Horned Helm (Throne of Bhaal) HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal) ICEWIND ITEMS (with the Preorder Bonus CD): WAAXE - Hrothgar's Axe +3 WAFLAIL - Defender of Easthaven +2 WAMACE - Jerrod's Mace WANINJA - Scarlet Ninja-To +3 WAS2H - Joril's Dagger +3 WASLING - Sling of Everard +5 (needs no ammo) WASPEAR - Spear of Kuldahar +3 WASTAFF - Staff of Arundel WASTAR - Everard's Morning Star +2 WAWAK - Kachiko's Wakizashi +3 KEYS: (that aren't "MISC" codes) EDWINKEY - Mae'Var's Strongbox Key KEY01 - Cult Key KEY02 - Gaal's Key KEY03 - Planar Key KEY04 - Sun Ray Symbol KEY05 - Dawn's Light Symbol KEY06 - Lightstone Symbol KEY07 - Chapel Key KEY08 - Chain Key KEY09 - Firkraag Prison Key KEY10 - Keep Key KEY11 - Planar Prison Cell Key KEY12 - Key to Aran's Lair KEY13 - Shadow Thief Prison Key KEY14 - Piece of Burial Mask KEY15 - Piece of Burial Mask KEY16 - Piece of Burial Mask KEY17 - Piece of Burial Mask KEY18 - Piece of Burial Mask KEY19 - Piece of Burial Mask KEY20 - Burial Mask of King Strohm III KEY21 - Samia's Key KEY22 - Shadow Prison Key KEY23 - Symbol of Amaunator KEY24 - Sahuagin Treasury Key KEY25 - Despana Treasury Key KEY26 - Sekolah's Tooth KEY27 - Guildhouse Key KEY28 - Jon's Key KEY29 - Sewer Key SARKEY01 - Outer Jail Door Key (Throne of Bhaal) SARKEY02 - Secret Jail Door Key (Throne of Bhaal) SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal) SARKEY04 - Sewer Key, Saradush (Throne of Bhaal) SENKEY01 - Drow Guard's Key SENKEY02 - Drow Wardstone SENKEY03 - Sendai's Key LEATHER ARMORS: LEAT01 - Leather Armor LEAT02 - Leather Armor +1 LEAT03 - Leather Armor +2 LEAT04 - Studded Leather Armor LEAT05 - Studded Leather Armor +1 LEAT06 - Studded Leather Armor +2, missile attraction LEAT07 - Studded Leather Armor +2 LEAT08 - Shadow Armor (Studded Leather +3) LEAT09 - Leather Armor +3 LEAT10 - Hide Armor LEAT11 - Leather Armor +2 LEAT12 - Leather Armor +3 LEAT13 - Skin of the Ghoul +4 LEAT14 - The Night's Gift +5 LEAT15 - Studded Leather Armor +2 LEAT16 - Orc Leather +3 LEAT17 - Armor of Deep Night +4 LEAT18 - Armor of the Viper +5 LEAT19 - Shadow Dragon Scale LEAT20 - Aeger's Hide +3 LEAT21 - Human Flesh +5 LEAT22 - Human Flesh (not finished) LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal) LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal) MISC: AERIEBAB - Aerie's Baby (Throne of Bhaal) AMSOUL01 - Malla's Soul Stone (Throne of Bhaal) BOTSMITH - Summons Cespenar (Throne of Bhaal) C6LANTHO - The Lanthorn DECK - Deck of Many Things (Throne of Bhaal) FIGURE01 - Shakti Figurine (Throne of Bhaal) GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal) GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal) GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal) GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal) All of these rings function as ___ if the spell had been cast MAGE01 - Ring of Invisibility | which means magic resistance MAGE02 - Ring of Barkskin | can stop the effects. Ignore MAGE03 - Ring of Mirror Image |_the fact that the titles of MAGE04 - Pseudo Ring of Blur | these items may be missing from MAGE05 - Pseudo Ring of Free Action | the descriptions and none of MAGE06 - Ring of Haste ___| them have names as such - they just look like scrolls. THEY DO WORK !!! You need to be careful though as the effects do not carry over from saved games like the proper rings do. This means when you load a game you need to take the ring off and put it back on again for the effect to work. But some of them are worth it. Exceptions: The Pseudo rings do not function i.e. no bonuses at all that I can detect. But the ring of blur does change the sprite of your character like the spell does (which I like). The other rings work fine. (from Kelvin Groves) MISC01 - Winter Wolf Pelt MISC02 - Mirror MISC03 - Small Box MISC04 - Bassilus' Holy Symbol MISC07 - Gold Piece MISC12 - Ankheg Shell MISC13 - Samuel (body) MISC16 - Fire Agate Gem MISC17 - Lynx Eye Gem MISC18 - Sunstone Gem MISC19 - Turquoise Gem MISC1A - Bottle of Wine MISC1B - Butter Knife of Balduran MISC1C - Sea Charts MISC1E - Evan's Body MISC1F - Dradeel's Spell Book MISC1G - Farthing's Dolly MISC1H - Gong Mallet MISC1I - Belladonna flowers MISC1J - Glittering Beljuril Gemstone MISC20 - Bloodstone Gem MISC21 - Skydrop Gem MISC22 - Andar Gem MISC23 - Jasper Gem MISC24 - Tchazar Gem MISC25 - Zircon Gem MISC26 - Iol Gem MISC27 - Moonstone Gem MISC28 - Waterstar Gem MISC29 - Ziose Gem MISC2A - Doppelganger Wardstone MISC2B - Level 1 Exit Wardstone MISC2C - Islanne Wardstone MISC2D - Kiel Wardstone MISC2E - Fuernebol Wardstone MISC2F - Teleportation Wardstone MISC2G - Level 2 Exit Wardstone MISC2I - Wardstone Forgery MISC2K - Compass Wardstone MISC2L - Bone Wardstone MISC2M - Dwarven Rune 1 Wardstone MISC2N - Dwarven Rune 2 Wardstone MISC2O - Lock of hair from Kirinhale MISC2P - Harp of ? MISC30 - Chrysoberyl Gem MISC31 - Star Diopside Gem MISC32 - Shandon Gem MISC33 - Aquamarine Gem MISC34 - Garnet Gem MISC35 - Horn Coral Gem MISC36 - Pearl MISC37 - Sphene Gem MISC38 - Black Opal MISC39 - Water Opal MISC3A - Book of Infinite Spells (Fireball) MISC3A1 - Book of Infinite Spells (Invisibility) MISC3A2 - Book of Infinite Spells (Protection from Evil) MISC3A3 - Book of Infinite Spells (True Seeing) MISC3A4 - Book of Infinite Spells (Farsight) MISC3A5 - Book of Infinite Spells (Spell Turning) MISC3A6 - Book of Infinite Spells (Wyvern Call) MISC3A7 - Book of Infinite Spells (Stinking Cloud) MISC3A8 - Book of Infinite Spells (Lightning Bolt) MISC3A9 - Book of Infinite Spells (Burning Hands) MISC3C - Efreeti Bottle MISC3D - Golden Lion Figurine MISC3E - Black Spider Figurine MISC3F - Jade Hound MISC3H - Horn of Blasting MISC3I - Silver Horn of Valhalla MISC3J - Bronze Horn of Valhalla MISC3K - Iron Horn of Valhalla MISC3L - Horn of Silence MISC3M - Harp of Discord MISC3N - Azlaer's Harp MISC3O - Methild's Harp MISC3P - Glasses of Identification MISC40 - Moonbar Gem MISC41 - Star Sapphire MISC42 - Diamond MISC43 - Emerald MISC44 - Kings Tears MISC45 - Rogue Stone MISC47 - Golden Pantaloons MISC48 - Idol MISC49 - Melicamp the Chicken MISC4A - Activation Stone MISC4B - Jail Cell Key (Jaheira) MISC4C - Air Elemental Statue MISC4D - The Genie's Flask MISC4E - Energy Cells MISC4G - Portal Key MISC4H - Wand of Fire Key MISC4I - Wand of Frost Key MISC4J - Wand of Summoning Key MISC4K - Wand of Lightning Key MISC4L - Wand of Cloudkill Key MISC4M - Wand of Missiles Key MISC4N - Acorns MISC4O - Sewage Golem Key MISC4P - Key to Frennedan's Room MISC4Q - The Ogre's Sword MISC4R - Haegan's Key MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key) MISC4T - Letter of Transfer MISC4U - Embarl's Dagger MISC4V - Mae'Var's Letter MISC4W - Edwin's Documents MISC4X - Statuette of Lathander MISC4Y - Necklace of Talos MISC4Z - Beastmaster Key MISC50 - Skull MISC51 - Lock of Nymph's Hair MISC52 - Wyvern Head MISC53 - Bowl of Water Elemental Control MISC54 - Child's Body MISC55 - Duke Eltan's Body MISC56 - Broken Weapon MISC57 - Broken Shield MISC58 - Broken Armor MISC59 - Broken Miscellaneous MISC5A - Rift Device Part MISC5B - Rift Device Part 2 MISC5C - Rift Device MISC5D - Harper Bird MISC5E - Harper Amulet MISC5F - Renfeld's Body MISC5G - Exotic Hide MISC5H - Guril Berries MISC5I - Am-si's Key MISC5J - Writ of Innocence MISC5K - Illithium Ore (200 pounds) MISC5L - Littleman The Stuffed Bear MISC5M - Inspector's Body MISC5N - Piece of Red Cloth MISC5O - Silver Pantaloons MISC5P - Ransom Note MISC5Q - Blood of Quallo's Friend MISC5R - The Lover's Ring MISC5S - Hand MISC5T - Shaman's Staff MISC5U - Montaron's Body MISC5V - Lock of Jaheira's Hair MISC5W - Keepsake Locket MISC5X - Harper Pin MISC5Y - Jaheira's Note MISC5Z - Rift Device (used) MISC60 - Spider Body MISC61 - Bottle of Wine MISC62 - Dead Cat MISC63 - Chew Toy MISC64 - Telescope MISC65 - Brage's Body MISC66 - Farmer Brun's son (DEAD) MISC67 - Brun's Dead Son MISC68 - Abela the Nymph MISC69 - Helshara's Artifact Fragment MISC6A - Tanner's Letter MISC6B - Dennis' Mother's Gong MISC6C - Guril Berries MISC6D - Solik Berries MISC6E - Oak Bark MISC6F - Quataris' Confession MISC6G - Bust of Sune MISC6H - Mekrath's Mirror MISC6I - Anarg's Cup MISC6J - Golem Head MISC6K - Golem Arm MISC6L - Golem Brain MISC6M - Demon Heart MISC6N - Sun Gem MISC6O - Sun Gem MISC6P - Shadow Dragon Wardstone MISC6Q - Amuana's Bones MISC6R - Note to Order MISC6S - Chunk of Illithium Alloy MISC6T - Planar Stone MISC6U - Firkraag's Challenge MISC6V - Smuggled Shipment MISC6W - Wooden Stake MISC6X - Portal Gem MISC6Y - Mimic's Blood MISC6Z - Beljuril MISC70 - Delorna's Statue MISC71 - Delorna's Spellbook MISC72 - The Claw of Kazgaroth MISC73 - The Horn of Kazgaroth MISC74 - The Candle MISC75 - Dagger of Venom MISC76 - The Dream Potion MISC77 - Skull of Kereph MISC78 - Invitation MISC79 - Female Body MISC7A - Chicken MISC7B - Chicken MISC7C - Contact's Note MISC7D - Barl's Antidote MISC7E - Fairy Dust MISC7F - Ti'Vael's Head MISC7G - Jaheira's note for MISC7H - Umar Witch Project Journal MISC7I - Chaos Tome MISC7J - Wand of Activation MISC7K - Head of Cotirso MISC7L - Valygar's Body MISC7M - Corthala Tax Notice MISC7N - Wand of Lightning MISC7O - Note (from Cragmoon) MISC7P - Tombelthen's Journal (first half) MISC7Q - Tombelthen's Journal (2nd half) MISC7R - Mithril Medallion MISC7S - Lord Tombelthen's Note MISC7T - Moon Dog Figurine MISC7U - Dog Stew MISC7V - Dog Meat MISC7W - Lavok's Tome MISC7X - Mastery Orb MISC7Y - Thrall Collar MISC7Z - Coal MISC80 - Male Body MISC82 - Ancient Armor MISC83 - Key to River Plug MISC84 - Boo MISC85 - Mulahey's Holy Symbol MISC86 - Bandit Scalp MISC87 - Contaminated Iron MISC88 - Rabbit's Foot MISC89 - Edwin's Amulet MISC8A - Note (for Shadow Thieves) MISC8B - Note (for Shadow Thieves 2) MISC8C - Morn Ritual MISC8D - Noontide Ritual MISC8E - Dusk Ritual MISC8F - Playhouse Deed MISC8G - Rune of Imprisonment MISC8H - Blood of a Silver Dragon MISC8I - Note from Imnesvale MISC8J - Boots of the West (CHA +1) MISC8K - Ihtafeer's head MISC8L - Mantle of Waukeen MISC8M - Trademeet Tomb Key MISC8N - Isaea's Financial Statements MISC8O - Isaea's Signet Ring MISC8P - Isaea's Slavery Document MISC8Q - Rebel's Orb MISC8R - Fake Rebel's Heart MISC8S - Rebel's Heart MISC8T - Cernd's Baby MISC8U - Silver Blade (Vorpal Sword piece) MISC8V - Wardstone for Asylum MISC8W - Opal Stone MISC8X - Ruby Stone MISC8Y - Sapphire Stone MISC8Z - Kurtulmak's Crystal Shard MISC90 - Chelak's Body MISC91 - Grapes MISC92 - Switch for engine MISC93 - Odd looking key MISC94 - Mallet head MISC95 - Mallet handle MISC96 - Peladon MISC97 - De'Tranion's Baalor ale MISC98 - Durlag's goblet MISC99 - Cursed Plate mail armor (belt icon) MISC9A - The Hand of Dace MISC9B - Vampire Stake MISC9C - Lium's Journal of Malevolent Magicks MISC9D - Giant Troll's Head MISC9E - Minotaur Horn MISC9F - Minotaur Horn 2 MISC9G - Pirate Horn MISC9H - Neb's Head MISC9I - First journal of Jon Irenicus MISC9J - Second journal of Jon Irenicus MISC9K - Third journal of Irenicus MISC9L - Deed to the Windspear Hills MISC9M - Pipe MISC9N - Pendant MISC9O - Staff MISC9P - Helmet MISC9Q - Scimitar MISC9R - Light Gem MISC9S - Mind Amplification Device MISC9T - Dragon Eggs MISC9U - Fake Dragon Eggs (Phaere's) MISC9V - Fake Dragon Eggs (Solaufein) MISC9W - Drow Piwafwi Cloak (Solaufein's) MISC9X - Control Circlet MISC9Y - Brine Potion MISC9Z - Corrupted Tadpoles MISCA1 - Gem ? MISCA2 - Sulphurous Poison MISCA3 - Book of Rituals MISCA4 - Potion of Squirrel Change MISCA5 - Stoneshape Scroll MISCA6 - Patrol Leader's Helmet MISCA7 - Kuo-Toan's Blood MISCA8 - Eyestalk of an Elder Orb MISCA9 - Star Medallion MISCAA - Golden Circlet MISCAB - Jar of Water MISCAC - Sundial MISCAD - Sun Medallion MISCAE - Sword Medallion MISCAF - The Gagged Man MISCAG - Mirror MISCAH - Hourglass MISCAI - Worn Out Boots MISCAJ - Grinning Skull MISCAK - Warden's Note MISCAL - Mithril Token MISCAM - Galvena's Key MISCAN - Galvena's Medallion MISCAO - Mind Flayer Painting MISCAP - Umberhulk Painting MISCAQ - Troll Painting MISCAR - Djinni Painting MISCAS - Sleeping Draught MISCAT - Mug of Ale MISCAU - Elven Holy Water MISCAV - Golden Skull MISCAW - Golden Arm and Leg MISCAX - Golden Leg MISCAY - Golden Torso MISCAZ - Beholder Eye MISCB1 - Talisman of Rillifane MISCB2 - Golden Goblet of Life MISCB3 - Moonblade MISCB4 - Tree of Life Nuts MISCB5 - Tears of Bhaal MISCB6 - Tears of Bhaal MISCB7 - Tears of Bhaal MISCB8 - Tears of Bhaal MISCB9 - Tears of Bhaal MISCBA - Tears of Bhaal MISCBC - Blackrazor, Long Sword +3 MISCBD - Dog Bones MISCBE - Gilded Rope MISCBF - Jae'llat Wardstone MISCBG - Lich's Tooth MISCBH - Deirex's Gem MISCBI - Magical Rope MISCBJ - Qilue's Brain MISCBK - Illithid Serum MISCBL - Aerie's Body MISCBM - Anomen's Body MISCBN - Jaheira's Body MISCBO - Viconia's Body MISCBP - Bodhi's Black Heart MISCBQ - Tree of Life Nuts (edible) MISCBR - Stone Harp MISCBS - Stone Horn MISCBT - Elven Priest Stone MISCBU - Yoshimo's Heart MISCBV - Elder Brain Blood MISCBW - Sahuagin Scribe's Notes MISCBX - Note (to Ployer) MISCBY - Tainted Dragon Eggs MISCBZ - Tizzak's Journal MISCCA - Demin's Note MISCCB - Bronze Pantalettes (Throne of Bhaal) MISCCC - Drow Note of Gate Sundering NPMISC1 - Jansen Spectroscopes NPMISC2 - Jansen Techno-Gloves PLATE & FULL PLATE ARMORS: PLAT01 - Plate Mail Armor PLAT02 - Plate Mail +1 PLAT04 - Full Plate Mail PLAT05 - Full Plate Mail +1 PLAT06 - Ankheg Plate Mail PLAT07 - Plate Mail PLAT08 - Plate Mail +3 PLAT09 - Mithral Field Plate Armor +2 PLAT10 - Plate Mail +1 PLAT11 - Delver's Plate +2 PLAT12 - Doomplate +3 PLAT13 - Gorgon Plate +4 PLAT14 - Full Plate Mail +1 PLAT15 - Pride of the Legion +2 PLAT16 - Armor of the Hart +3 PLAT17 - T'rahcie's Plate +5 PLAT18 - Red Dragon Scale PLAT19 - Full Plate + 2 PLAT20 - Blue Dragon Plate (Throne of Bhaal) PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal) PLAT22 - Shuruppak's Plate (Throne of Bhaal) PLAT23 - Full Plate Mail +2 (Throne of Bhaal) NPPLAT - Firecam Full-Plate Armor (Keldorn) PLOT ITEMS: (Throne of Bhaal only!) BAZPLO01 - Abazigal's Wardstone BAZPL002 - Draconis' Head BAZPLO03 - Yellow Dragon Eggs BAZPLO04 - Breath Potion BAZPLO05 - Rope BAZPLO06 - Reversal Scroll BAZPLO07 - Empty Breath Potion Flask BAZPLO08 - Gauth Eyestalk HGHEART - Still Beating Heart HGHEART2 - Yaga Shura's Heart HGWARD01 - Flame Wardstone HGWARD02 - Skull Wardstone HGWARD03 - Hammer Wardstone HGWARD04 - Blood Wardstone LUM1 to LUM9 - Handwritten Notes PLOT01A - Ritual Scroll PLOT01B - Vigil Stone PLOT01C - Tattered Parchment PLOT01D - Tattered Parchment PLOT01E - Tattered Parchment PLOT01F - Candle PLOT01G - Holy Book PLOT01H - Bell PLOT01I - History of the Imprisoned One PLOT01J - Wardstone PLOT01K - Wardstone PLOT01L - Tinderbox PLOT01M - Handwritten Note PLOT01N - Scribbled Note PLOT01O - Key PLOT01P - Old Slippers PLOT01Q - Helm's Scroll PLOT02A - Scepter of Radiance PLOT02B - Scepter of Radiance (w/gems) PLOT02C - Scepter Gem PLOT02D - Scepter Gem PLOT02E - Scepter Gem PLOT02F - Madman's Journal PLOT02G - Journal PLOT02H - Deck of Many Things PLOT02I - Tahazzar's Heart PLOT02J - Ka'rashur's Heart PLOT03A - Air Scepter PLOT03B - Fire Scepter PLOT03C - Slime Scepter PLOT03D - Ice Scepter PLOT03E - Portal Key PLOT03F - Air Library Note PLOT03G - Fire Library Note PLOT03H - Slime Library Note PLOT03I - Ice Library Note PLOT03K - Key (slime library) PLOT04A - Blue Oil PLOT04B - Red Oil PLOT04C - Purple Oil PLOT04D - Crystal Mallet PLOT04E - Diary of Carston's Apprentice PLOT04F - Flint and Tinder PLOT04G - Illithid Rod PLOT04H - Illithid Rod PLOT04I - Illithid Rod (complete) PLOT04J - Carston's Journal PLOT05A - Heart Key PLOT05B - Mind Key PLOT05C - Spirit Key PLOT05D - Warrior's Skull PLOT16A - Bounty Notice PLOT16B - Note PLOT17A - Monastery Gate Key PLOT17B - Graveyard Key PLOT18A - Lazarus' Teleport Scroll PLOT18B - Lazarus' Spellbook POTIONS: POTN02 - Potion of Fire Resistance POTN03 - Potion of Hill Giant Strength POTN04 - Potion of Frost Giant Strength POTN05 - Potion of Fire Giant Strength POTN06 - Potion of Cloud Giant Strength POTN07 - Potion of Storm Giant Strength POTN08 - Potion of Healing POTN09 - Potion of Heroism POTN10 - Potion of Invisibility POTN11 - Potion of Invulnerability POTN12 - Potion of Stone Giant Strength POTN13 - Oil of Firey Burning POTN14 - Oil of Speed POTN15 - Red Potion POTN16 - Violet Potion POTN17 - Elixir of Health POTN18 - Potion of Absorption POTN19 - Potion of Agility POTN20 - Antidote POTN21 - Potion of Clarity POTN22 - Potion of Cold Resistance POTN23 - Oil of Speed POTN24 - Potion of Defense POTN25 - Potion of Healing POTN26 - Potion of Explosions POTN27 - Potion of Firebreath POTN28 - Potion of Fortitude POTN29 - Potion of Genius POTN30 - Potion of Infravision POTN31 - Potion of Insulation POTN32 - Antidote POTN33 - Potion of Magic Blocking POTN34 - Potion of Magic Protection POTN35 - Potion of Magic Shielding POTN36 - Potion of Master Thievery POTN37 - Potion of Mind Focusing POTN38 - Potion of Mirrored Eyes POTN39 - Potion of Perception POTN40 - Potion of Invulnerability POTN41 - Potion of Power POTN42 - Potion of Regeneration POTN43 - Potion of Insight POTN44 - Potion of Strength POTN45 - Potion of Freedom POTN46 - Potion of Stone Form POTN47 - Marek's Antidote (better than normal antidote) POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron ore) POTN52 - Potion of Extra Healing POTN53 - Festule the Alchemist's Potion POTN54 - Empty Potion Bottle POTN55 - Potion of Superior Healing (Throne of Bhaal) POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal) QUIVERS: (Throne of Bhaal only!) QUIVER01 - Quiver of Plenty +1 QUIVER02 - Case of Plenty +1 QUIVER03 - Quiver of Plenty +2 QUIVER04 - Case of Plenty +2 QUIVER05 - Bag of Plenty +1 QUIVER06 - Bag of Plenty +2 RINGS: BELT12 - Holy Symbol of Lathander (Throne of Bhaal, yes it is a Ring) BELT13 - Holy Symbol of Helm (Throne of Bhaal) BELT14 - Holy Symbol of Talos (Throne of Bhaal) RING01 - Plain Ring RING02 - Ring of Fire Resistance RING03 - Ring of Animal Friendship RING04 - Ring of Clumsiness RING05 - Ring of Invisibility RING06 - Ring of Protection +1 RING07 - Ring of Protection +2 RING08 - Ring of Wizardry RING09 - Ring of Free Action RING10 - Gold Ring RING11 - Silver Ring RING12 - Onyx Ring RING13 - Jade Ring RING14 - Greenstone Ring RING15 - Bloodstone Ring RING16 - Angel Skin Ring RING17 - Flamedance Ring RING18 - Fire Opal Ring RING19 - Ruby Ring RING20 - Ring of Energy RING21 - Ring of Infravision RING22 - Ring of Holiness RING23 - Ring of Folly RING25 - Koveras' Ring of Protection (+1) RING26 - Ring of Djinni Summoning RING27 - Ring of Fire Control RING28 - Ring of Air Control RING29 - Ring of Earth Control RING30 - Ring of Human Influence RING31 - Ring of Regeneration RING32 - Ring RING33 - Ring of the Ram RING34 - Ring of Spell Turning RING35 - Ring of Lock Picks RING36 - Ring of Danger Sense RING37 - Storm Ring RING38 - Dawn Ring RING39 - Ring of Gaxx RING40 - Ring of Acuity RING41 - Ring of Protection +3 (Throne of Bhaal) RING42 - Ring of Improved Invisibility (Throne of Bhaal) RING43 - Oaken Ring (Throne of Bhaal) RING44 - Heartwood Ring (Throne of Bhaal) RING45 - Delryn Family Ring (Throne of Bhaal) RING46 - Ring of Anti-Venom (Throne of Bhaal) NPRING01 - D'Arnisse Signet Ring (Nalia) RODS: RODS01 - Rod of Absorption RODS02 - Rod of Lordly Might RODS03 - Rod of Resurrection RODS04 - Rod of Smiting RODS05 - Rod of Terror RODS06 - Rod of Reversal (Throne of Bhaal) DRAGON SCALES: SCALEB - Shadow Dragon Scales SCALER - Red Dragon Scales SCROLLS: RESTORE - Greater Restoration SCRL02 - Spell Scroll SCRL03 - Protection from Acid SCRL04 - Protection from Cold SCRL05 - Protection from Electricity SCRL06 - Protection from Fire SCRL07 - Protection from Magic SCRL08 - Protection from Poison SCRL09 - Protection from Undead SCRL10 - Cursed Scroll of Weakness SCRL11 - Cursed Scroll of Clumsiness SCRL12 - Cursed Scroll of Foolishness SCRL13 - Cursed Scroll of Ugliness SCRL14 - Cursed Scroll of Summon Monster SCRL15 - Protection from Petrification SCRL16 - Cursed Scroll of Petrification SCRL17 - Cursed Scroll of Ailment SCRL18 - Cursed Scroll of Stupidity SCRL1B - Agannazar's Scorcher SCRL1C - Ghoul Touch SCRL1D - Clairvoyance SCRL1E - Dispel Magic SCRL1F - Flame Arrow SCRL1G - Fireball SCRL1H - Haste SCRL1I - Hold Person SCRL1J - Invisibility 10' radius SCRL1K - Lightning Bolt SCRL1L - Monster Summoning I SCRL1M - Non-Detection SCRL1N - Protection from Normal Missiles SCRL1O - Slow SCRL1P - Skull Trap SCRL1Q - Vampiric Touch SCRL1S - Dire Charm SCRL1T - Ghost Armor SCRL1U - Confusion SCRL1V - Stoneskin SCRL1W - Fireshield (Blue) SCRL1X - Ice Storm SCRL1Y - Improved Invisibility SCRL1Z - Minor Globe of Invulnerability SCRL2A - Monster Summoning II SCRL2B - Stoneskin SCRL2D - Animate Dead SCRL2E - Cloudkill SCRL2F - Cone of Cold SCRL2G - Monster Summoning III SCRL2H - Shadow Door SCRL2I-SCRL3F - Letters SCRL3G - Vocalize SCRL3H - Protection from Evil SCRL3I - Letter SCRL3Z - Letter SCRL56 - Cure Serious Wounds SCRL58 - Free Action SCRL59 - Neutralize Poison SCRL5A - Mental Domination SCRL5B - Defensive Harmony SCRL5C - Protection from Lightning SCRL5D - Protection from Evil 10' radius SCRL5E - Champion's Strength SCRL5F - Chaotic Commands SCRL5G - Remove Curse SCRL5H - Emotion SCRL5I, SCRL5W - Greater Malison SCRL5J - Otiluke's Resilient Sphere SCRL5K - Spirit Armor SCRL5L - Polymorph Other SCRL5M - Polymorph Self SCRL5N - Domination SCRL5O - Hold Monster SCRL5P - Chaos SCRL5Q - Feeblemind SCRL5T - Protection from Electricity SCRL5U - Reflected Image SCRL5Z - Fireball SCRL61 - Cure Critical Wounds SCRL62 - Flame Strike SCRL63 - Raise Dead SCRL66 - Grease SCRL67 - Armor SCRL68 - Burning Hands SCRL69 - Charm Person SCRL6D - Find Familiar SCRL6E - Power Word, Sleep SCRL6F - Ray of Enfeeblement SCRL6G - Minor Spell Deflection SCRL6H - Protection from Fire SCRL6I - Protection from Cold SCRL6J - Spell Thrust SCRL6K - Detect Illusion SCRL6L - Hold Undead SCRL6M - Enchanted Weapon SCRL6N - Fireshield (Red) SCRL6O - Secret Word SCRL6P - Minor Sequencer SCRL6Q - Teleport Field SCRL6R - Spider Spawn SCRL6S - Spell Immunity SCRL6T - Protection from Normal Weapons SCRL6U - Breach SCRL6V - Lower Resistance SCRL6W - Oracle SCRL6X - Conjure Lesser Fire Elemental SCRL6Y - Protection from Acid SCRL6Z - Phantom Blade SCRL70 - Color Spray SCRL71 - Blindness SCRL72 - Friends SCRL73 - Protection from Petrification SCRL75 - Identify SCRL76 - Infravision SCRL77 - Magic Missile SCRL78 - Protection from Evil SCRL79 - Shield SCRL7B - Conjure Lesser Air Elemental SCRL7C - Conjure Lesser Earth Elemental SCRL7D - Minor Spell Turning SCRL7E - Invisible Stalker SCRL7F - Globe of Invulnerability SCRL7G - Tenser's Transformation SCRL7H - Flesh to Stone SCRL7I - Death Spell SCRL7J - Protection from Magic SCRL7K - Mislead SCRL7L - Pierce Magic SCRL7M - True Sight SCRL7O - Protection from Magical Weapons SCRL7P - Power Word, Silence SCRL7Q - Improved Haste SCRL7R - Death Fog SCRL7S - Chain Lightning SCRL7T - Disintegrate SCRL7U - Contingency SCRL7V - Spell Deflection SCRL7W - Wyvern Call SCRL7X - Conjure Fire Elemental SCRL7Y - Conjure Air Elemental SCRL7Z - Conjure Earth Elemental SCRL80 - Shocking Grasp SCRL81 - Sleep SCRL82 - Chill Touch SCRL83 - Chromatic Orb SCRL84 - Larloch's Minor Drain SCRL85 - Blur SCRL86 - Detect Evil SCRL87 - Detect Invisibility SCRL89 - Horror SCRL8A - Carrion Summons SCRL8B - Summon Nishruu SCRL8C - Stone to Flesh SCRL8D - Spell Turning SCRL8E - Protection from the Elements SCRL8F - Project Image SCRL8G - Ruby Ray of Reversal SCRL8H - Khelben's Warding Whip SCRL8I - Cacofiend SCRL8J - Mantle SCRL8L - Spell Sequencer SCRL8M - Sphere of Chaos SCRL8N - Delayed Blast Fireball SCRL8O - Finger of Death SCRL8P - Prismatic Spray SCRL8Q - Power Word, Stun SCRL8R - Mordenkainen's Sword SCRL8S - Summon Efreeti SCRL8T - Summon Djinni SCRL8U - Summon Hakeashar SCRL8V - Control Undead SCRL8W - Mass Invisibility SCRL8X - Spell Shield SCRL8Y - Protection from Energy SCRL8Z - Simulacrum SCRL90 - Invisibility SCRL91 - Knock SCRL92 - Know Alignment SCRL93 - Luck SCRL94 - Resist Fear SCRL95 - Melf's Acid Arrow SCRL96 - Mirror Image SCRL97 - Stinking Cloud SCRL98 - Strength SCRL99 - Web SCRL9A - Pierce Shield SCRL9B - Summon Fiend SCRL9C - Improved Mantle SCRL9D - Spell Trigger SCRL9E - Incendiary Cloud SCRL9F - Symbol, Fear SCRL9G - Abi-Dalzim's Horrid Wilting SCRL9H - Maze SCRL9J - Power Word, Blind SCRL9L - Spell Trap SCRL9M - Spellstrike SCRL9N - Gate SCRL9P - Absolute Immunity SCRL9Q - Chain Contingency SCRL9R - Time Stop SCRL9S - Imprisonment SCRL9T - Meteor Swarm SCRL9U - Power Word, Kill SCRL9V - Wail of the Banshee SCRL9W - Energy Drain SCRL9X - Black Blade of Disaster SCRL9Y - Shapechange SCRL9Z - Freedom SCRLA1 - Wizard Eye SCRLA2 - Deafness SCRLA3 - Glitterdust SCRLA4 - Limited Wish SCRLA5 - Melf's Minute Meteors SCRLA6 - Spook SCRLA7 - Remove Magic SCRLA8 - Contagion SCRLAG - Scroll of Crom Faeyr SCRLAI - Ray of Enfeeblement SCRLAJ - Farsight SCRLAK - Remove Curse SCRLAL - Sunfire SCRLAM, SCRLAO - Symbol, Death SCRLAN - Symbol, Stun SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal) SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal) SCRLB4 - Wish (Throne of Bhaal) SCRLPET - Stone to Flesh SCRLSD - Greater Restoration SCRLZZ - Summon Cow SECRET PANTALOON STUFF: (Throne of Bhaal only!) SECRET01 - Big Metal Rod SECRET02 - Pulse Ammo SECRET03 - Frag Grenade SECRET04 - Scorcher Ammo SECRET05 - Big Metal Unit SHIELDS: SHLD01 - Small Shield SHLD02 - Small Shield +1 SHLD03 - Medium Shield SHLD04 - Medium Shield +1 SHLD05 - Large Shield SHLD06 - Large Shield +1 SHLD07 - Large Shield +1, +4 vs Missiles SHLD08 - Buckler SHLD09 - Buckler SHLD10 - Buckler SHLD11 - Small Shield SHLD12 - Small Shield SHLD13 - Medium Shield SHLD14 - Medium Shield SHLD15 - Large Shield SHLD16 - Large Shield SHLD17 - Buckler +1 SHLD18 - Large Shield SHLD19 - Large Shield +2 SHLD20 - Kiel's Buckler SHLD21 - Dragon Scale Shield +2 SHLD22 - Sentinel +4 SHLD23 - Fortress Shield +3 SHLD24 - Reflection Shield +1 SHLD25 - Shield of Harmony +2 SHLD26 - Shield of the Lost +2 SHLD27 - Saving Grace +3 SHLD28 - Small Shield +2 SHLD29 - Medium Shield +2 SHLD30 - Large Shield +2 SHLD31 - Darksteel Shield +4 (Throne of Bhaal) SHLD32 - Shield of the Order +4 (Throne of Bhaal) NPSHLD - Delryn Family Shield (Anomen) SLINGS: SLNG01 - Sling SLNG02 - Sling +1 SLNG03 - Sling +3 SLNG04 - Sling +2 SLNG05 - Sling +3 : 'Arla's Dragonbane' SLNG06 - Sling of Arvoreen +4 SLNG07 - Sling of Seeking +2 SLNG08 - Erinne Sling +4 (Throne of Bhaal) SLNG09 - Erinne Sling +5 (Throne of Bhaal) SLNG10 - Sling +3 (Throne of Bhaal) SPEARS: SPER01 - Spear SPER02 - Spear +1 SPER03 - Spear +3, Backbiter SPER04 - Spear SPER05 - Spear +2 SPER06 - Spear +3 SPER07 - Spear of the Unicorn +2 SPER08 - Spear +3, Impaler SPER09 - Spear +1, Halcyon SPER10 - Spear of Withering +4 SPER11 - Ixil's Nail +4 (Throne of Bhaal) SPER12 - Ixil's Spike +6 (Throne of Bhaal) STAVES: AURSTAF - Staff of the Ram +4 (Throne of Bhaal) STAF01 - Quarterstaff STAF02 - Quarterstaff +1 STAF03 - Quarterstaff STAF04 - Quarterstaff STAF05 - Staff of Striking STAF06 - Staff Mace STAF07 - Staff Spear +2 STAF08 - Quarterstaff +3 STAF09 - Staff of Command STAF10 - Staff of Curing STAF11 - Staff of the Magi STAF12 - Staff of Power STAF13 - Staff of Thunder and Lightning +2 STAF14 - Staff of the Woodlands +4 STAF15 - Staff of Air +2 (looks like a machinegun) STAF16 - Staff of Earth +2 STAF17 - Staff of Fire +2 STAF18 - Quarter Staff +2 STAF19 - Cleric's Staff +3 STAF20 - Staff of Rynn +4 STAF21 - Staff of the Ram +4 (Throne of Bhaal) STAF22 - Staff of the Ram +6 (Throne of Bhaal) STAF23 - Serpent Shaft (Throne of Bhaal) STAF24 - Quarter Staff +3 (Throne of Bhaal) NPSTAF - Staff of the High Forest (Cernd) ONE HANDED SWORDS: SW1H01 - Bastard Sword SW1H02 - Bastard Sword +1 SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters SW1H04 - Long Sword SW1H05 - Long Sword +1 SW1H06 - Long Sword +2 SW1H07 - Short Sword SW1H08 - Short Sword +1 SW1H09 - Short Sword +2 SW1H10 - Short Sword of Backstabbing SW1H11 - Odd Flame Sword (Creature Attack?) SW1H12 - Hull's Long Sword SW1H13 - Moonblade SW1H14 - Short Sword +1 SW1H15 - Scimitar +3, Frostbrand SW1H16 - Scimitar +5, Defender SW1H17 - Perdue's Short Sword SW1H18 - Sword of Balduran SW1H19 - The Vampire's Revenge (cursed) SW1H20 - Scimitar SW1H21 - Short Sword SW1H22 - Scimitar +1 SW1H23 - Scimitar +2 SW1H24 - Long Sword +1, Flame Tongue SW1H25 - Kundane +2: Sword of Quickness SW1H26 - Ilbratha, Short Sword + 1 SW1H27 - Arbane's Sword +2 SW1H28 - Cutthroat +4 SW1H29 - Short Sword +2 SW1H30 - Scimitar of Speed +2: Belm SW1H31 - Sunblade: Daystar SW1H32 - Long sword +2: Dragonslayer (Peridan) SW1H33 - Long Sword +2: Ras, The Dancing Blade SW1H34 - Bastard Sword +1: Albruin SW1H35 - Adjatha the Drinker, Long Sword +2 SW1H36 - Namarra, Long Sword +2 SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1 SW1H38 - Jhor the Bleeder, Bastard Sword +2 SW1H39 - Blade of Searing, Bastard Sword +3 SW1H40 - Blade of Roses, Long Sword +3 SW1H41 - Long Sword +2 SW1H42 - Bastard Sword +2 SW1H43 - Katana SW1H44 - Katana +1 SW1H45 - Katana +2: Malakar SW1H46 - Wakizashi SW1H47 - Wakizashi +1 SW1H48 - Ninja-To SW1H49 - Ninja-To +1 SW1H50 - Scimitar +1, Shazzellim SW1H51 - Celestial Fury Katana +3 SW1H52 - Scimitar +3: 'Water's Edge' SW1H53 - Sword of Flame +1 SW1H54 - Long Sword: The Equalizer SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer SW1H55 - Katana +2 SW1H56 - Scimitar SW1H58 - Short Sword of Mask +4 (Throne of Bhaal) SW1H59 - Short Sword of Mask +5 (Throne of Bhaal) SW1H60 - Angurvadal +4 (Throne of Bhaal) SW1H61 - Angurvadal +5 (Throne of Bhaal) SW1H62 - Foebane +3 (Throne of Bhaal) SW1H63 - Foebane +5 (Throne of Bhaal) SW1H64 - Purifier +4 (Throne of Bhaal) SW1H65 - Purifier +5 (Throne of Bhaal) SW1H66 - Yamato +4 (Throne of Bhaal) SW1H67 - Usuno's Blade +4 (Throne of Bhaal) SW1H68 - Spectral Brand +4 (Throne of Bhaal) SW1H69 - Spectral Brand +5 (Throne of Bhaal) SW1H70 - Hindo's Doom +3 (Throne of Bhaal) SW1H71 - Hindo's Doom +4 (Throne of Bhaal) SW1H72 - Bastard Sword +3 (Throne of Bhaal) SW1H73 - Long Sword +3 (Throne of Bhaal) SW1H74 - Short Sword +3 (Throne of Bhaal) SW1H75 - Katana +3 (Throne of Bhaal) SW1H76 - Scimitar +3 (Throne of Bhaal) SW1H77 - The Answerer +4 (Throne of Bhaal) NPSW01 - Sword of Arvoreen (Mazzy) NPSW02 - Katana +1 (Yoshimo) NPSW03 - Hallowed Redeemer +2 (Keldorn) NPSW04 - Corthala Family Blade +2 (Valygar) NPSW05 - Entropy (Haer'Dalis) NPSW06 - Chaos Blade (Haer'Dalis) TORMENT ITEMS (with Collector's Edition Bonus CD): WA2AMU - Sensate Amulet WA2DAK - Dak'kon's Zerth Blade WA2HALB - Harmonium Halberd WA2HARP - Harp of Pandemonium WA2HELM - Vhailor's Helm WA2PLAT - Plate of Balduran WA2RING - Mercykiller Ring WA2ROBE - Robe of Vecna WA2S1H - Sword of Balduran WA2SHIEL - Shield of Balduran TWO HANDED SWORDS: SW2H01 - Two Handed Sword SW2H02 - Two Handed Sword +1 SW2H03 - Two Handed Sword, Berserking SW2H05 - Two Handed Sword (no image) SW2H06 - Spider's Bane SW2H07 - Two Handed Sword +3 SW2H08 - Two Handed sword +2 SW2H09 - Two Handed Sword +4, Warblade SW2H10 - Holy Avenger (Two Handed Sword +5) SW2H11 - Two Handed Sword +2 SW2H12 - Two Handed Sword: Flame of the North + 2 SW2H13 - Spider's Bane + 2 SW2H14 - Lilarcor (Sentient Sword) SW2H15 - Silver Sword (Vorpal Sword) SW2H15A - Silver Hilt (piece of Vorpal Sword) SW2H16 - Sword of Chaos +2 SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal) SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal) SW2H19 - Carsomyr +6 (Throne of Bhaal) SW2H20 - Two Handed Sword +3 (Throne of Bhaal) SW2H21 - Psion's Blade +5 (Throne of Bhaal) SW2H99 - Cursed Berserking Sword +3 SW2HDEAT - Soul Reaver +4 WANDS: WAND02 - Wand of Fear WAND03 - Wand of Magic Missiles WAND04 - Wand of Paralyzation WAND05 - Wand of Fire WAND06 - Wand of Frost WAND07 - Wand of Lightning WAND08 - Wand of Sleep WAND09 - Wand of Polymorphing WAND10 - Wand of Monster Summoning WAND11 - Wand of the Heavens WAND12 - Wand of Wonder WAND13 - Wand of Cloudkill WAND14 - Web Sack WAND15 - Wand of Apprenti WAND16 - Potion of Icedust WAND18 - Wand of Spell Striking (Throne of Bhaal) WAND19 - Wand of Cursing (Throne of Bhaal) ------------------------------------------------------------------------------- AMULETS: ------------------------------------------------------------------------------- AMUL01 - Necklace of Missiles Necklace of Missiles: 'The One Gift Lost ' The naming of this necklace originates from its only owner, Ikaida Mourneve who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. STATISTICS: Missile Blast : Range: 50 ft Area of effect: 30 ft radius Damage: 6D6 (save vs. spell for half) AMUL02 - Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metals, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace AMUL13 - Bloodstone Amulet Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time. AMUL14 - Amulet of Protection +1 Amulet of Protection +1 : 'The Protector' The royal guard of King Pyronan, ruler of Impiltur, were given 'The Protector' as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go to. After years of internal hostility, the item was lost and the guards were replaced by less greedy individuals. STATISTICS: Armor Class Bonus: 1 Saving Throw Bonus: 1 AMUL15 - Shield Amulet This Amulet can be activated by a simple command word and a touch with each use acting as one charge. The effect is a duplication of the 1st level wizard spell 'Shield'. For the duration of the spell, the wearer will have a base Armor Class of 4. This is cumulative with any modifiers due to shields and magical devices. STATISTICS: Uses (1 Charge): Armor Range: 0 Area of effect: Self Armor Class: Base set to 4 Special: Bonus +2 AC vs. missile attacks Duration: 5 turns AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) Amulet of Metaspell Influence: 'The Amplifier' Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely. STATISTICS: Special: Memorize one extra second level spell AMUL17 - Greenstone Amulet This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (note: it does not confer COMPLETE immunity to psionics) STATISTICS: Special Abilities: This amulet confers the wearer protection against all charm, confusion, fear, domination, ESP, detect alignment, hold, stun, psionics, sleep and feeblemind. However the protection effect uses one charge each time it is used and will only last for 1 turn. AMUL18 - Wolfsbane Charm +2 vs Lycanthropes A silver amulet containing powdered wolfsbane. STATISTICS: THACO: +1 bonus vs. Lycanthropes Armor Class: +1 bonus vs. Lycanthropes Weight: 3 Not Usable by: AMUL19 - Amulet of 5% Magic Resistance Amulet of Magic Resistance Commissioners working for the Athkatla city council often wear these amulets while searching for spell users. The amulet provides some small protection against devious mages who resist any efforts at being imprisoned or killed. STATISTICS Magic Resistance: +5% AMUL20 - Kaligun's Amulet of Magic Resistance Kaligun's Amulet of Magic Resistance This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic he wore this amulet into battle. Overconfident in the protection offered by this amulet, Kaligun finally died when he foolishly ambushed three high level Red Wizards who lowered his magic resistance before destroying him with their spells. STATISTICS Magic Resistance: +10% AMUL21 - Amulet of Power Amulet of Power This amulet bears the signature enchantments of Conster Damon, an archmage that fell in the Year of the Dracorage (1018DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use, and changed hands many times through blood and battle. STATISTICS While Equipped: Magic Resistance: +5% Vocalize Decrease Spell Casting Speed by 1 Immunity to Level Drain Not Usable By: Thief Fighter AMUL22 - Periapt of Proof Against Poison Periapt of Proof Against Poison This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particle periapt when sampling their emperor's food. STATISTICS Special Abilities: Cure poison once per day Equipped Abilities: Immune to poison AMUL23 - Periapt of Life Protection Periapt of Life Protection A heart-sized sapphire sits at the end of a thin silver wire. When worn this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: 'Against Death we must all fail, but with this gem we may still prevail!' STATISTICS Abilities: +3 Bonus to all saves vs. death AMUL24 - Necklace of Form Stability Necklace of Form Stability Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a mage named Maxell who had previously suffered such a fate. For his return he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him. STATISTICS Special Abilities: +5 bonus to all saves vs. polymorph AMUL25 - Amulet of Spell Warding Amulet of Spell Warding A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting. STATISTICS Abilities: +2 bonus to all saves vs. spells AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal) This amulet grants its wearer fleetness of foot. Not surprisingly it is popular among fleeing felons, travelers and cowards. STATISTICS Abilities: Increase movement rate by 2 Casts Improved Haste on the wearer once/day AMUL27 - Amulet of Seldarine (Throne of Bhaal) A reward from the Elven Queen Ellesime for saving the Tree of Life, this amulet protects the wearer against all forms of enchantments and spells. STATISTICS: +10% to Magic Resistance +1 bonus to all saving throws AMUL28 - Amulet of the Master Harper (Throne of Bhaal) This medallion is highly sought after by both thieves and bards, though for different reasons. In addition to providing powerful magical protection against physical attacks, the amulet increases the wearer's proficiency in several rogue skills. But even more valuable, from the bard's perspective, is the amulet's ability to grant the wearer immunity to all forms of silence. STATISTICS: +20% to Find Traps and Pick Locks +3 bonus to AC Wearer is immune to silence Usable By: Bard Thief ------------------------------------------------------------------------------- ARROWS: ------------------------------------------------------------------------------- AROW01 - Arrow The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW02 - Arrow +1 The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. Minor enchantments guarantee magical arrows improved accuracy. STATISTICS: Damage: 1D6 THACO: +1 bonus Damage Type: missile (piercing) Weight: 0 Launcher: Bow Not Usable By: Cleric Druid Mage AROW03 - Arrow of Slaying This arrow is twisted and black, almost radiating evil as if possessed by something larger than itself. It was made specifically to kill one type of creature and one type only. In this case the unlucky being is the Ogre Mage. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: Slay Ogre Mage upon touch Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW04 - Acid Arrow This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1D6 + 1 THACO: +1 Damage type: missile (piercing) Special: 1D3 acid damage Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW05, AROW12 - Arrow of Biting The Arrow of Biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and oft-times, death. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Poison: 30% of total maximum Hit Points within 20 seconds after contact unless save vs. death made. Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW06 - Arrow of Detonation This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel affecting all within the area. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 6D6 explosion upon impact (save vs. spell for half) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW07 - Arrow or Dispelling The Arrow of Dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Special: Dispel Magic affecting target Damage: 1D6 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW08 - Arrow of Fire The Arrow of Fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set aflame. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 1D2 fire damage (save vs. spell for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW09, AROW15, AROW16 - Arrow of Ice The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 1D2 cold damage (no save) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW10 - Arrow of Piercing The Arrow of Piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1D6 THACO: +4 Damage type: missile (piercing) Special: +6 physical (piercing) damage (save vs. death for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW11, AROW1A - Arrow +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1D6 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW15 - Arrow +3 (Throne of Bhaal) These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. STATISTICS: Damage: 1D6 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage ------------------------------------------------------------------------------- AXES: ------------------------------------------------------------------------------- AX1H01 - Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H02 - Battle Axe +1 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe. STATISTICS: THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 7 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H03, AX1H11 - Battle Axe +2 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 5 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H04 - Throwing Axe The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point of the bottom and the head may have a spike on the top. STATISTICS: Damage: 1D6 +1 Damage type: missle (piercing) Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H05, AX1H06 - Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type(melee): slashing Damage type(thrown): missile (piercing) Special: Returns to users hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H07 - Bala's Axe Bala's Axe - Wizard Slayer: Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day. STATISTICS: Damage: 1D8 Damage type: slashing Special: Miscast Magic affects victim on each successful hit Miscast Magic: Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell it has an 80% chance of failure. Creatures can save vs spells to avoid the affect, but do so at -2. Weight: 6 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H08 - Hangard's Axe +2 Hangard's Axe of Hurling If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +2 bonus Damage: 1D6 + 2 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H09 - Rifthome Axe +3 Rifthome Axe This Axe of Hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerun has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extra-planar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosey scholars. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +3 bonus Damage: 1D6 + 3 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H10 - Azuredge Axe +3 Azuredge Axe +3 Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status, and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name. STATISTICS Combat Ability: 1-6 +4 extra damage to undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Damage: 1D6 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Any Neutral or Evil Character Druid Cleric Mage Thief AX1H12 - Battle Axe +3, Stonefire Stonefire, Battle Axe +3 The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately they were decimated in 1150DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in the hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing. STATISTICS THAC0: +3 bonus Damage: 1D8 +3, +2 points fire damage to target Damage type (melee): slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H13 - Battle Axe +3, Frostreaver Frostreaver, Battle Axe +3 This was the axe of Illgarth, a Frost Giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims Frostreaver was buried with him. STATISTICS Combat Ability: + 1 point cold damage to target + 1 point acid damage to target THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal) This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 1 hp/round THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal) Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now the most fearsome of weapons - a vorpal edged axe capable of severing an opponents head with a single blow. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 3 hp/round Increase user's constitution by +1 Combat Abilities: 10% chance of instantly killing an opponent by decapitation with each successful attack THAC0: +5 bonus Damage: 1D8 +5 Damage type: slashing Weight: 5 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H16 - K'logarath +4 (Throne of Bhaal) The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made Target must save vs death or be knocked down and take 2D6 extra damage with each successful hit THACO: +4 bonus Damage: 1D6 + 4 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 1 Speed Factor: 0 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H17 - Battle Axe +3 (Throne of Bhaal) The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- BAGS: ------------------------------------------------------------------------------- BAG02 - Gem Bag (BAG02B-BAG02I also work) This small bag is ideally suited for holding gems. BAG03 - Scroll Case (BAG03B-BAG03I also work) This sturdy container allows dozens of scrolls to be placed in it, safe from exposure to fire, rain, or lightning -- common hazards faced by any adventuring wizard. BAG04 - Bag of Holding As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. BAG05 - Ammo Belt (Throne of Bhaal) This shoulder belt is ideally suited for holding sling bullets, darts, arrows or bolts. BAG06 - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work) Typically carried by travelling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel. STATISTICS: Weight: 5 BAG19 - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work) BAG20 to BAG31 - Bag of Holding (Throne of Bhaal) ------------------------------------------------------------------------------- BELTS: ------------------------------------------------------------------------------- BELT01 - Girdle Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. STATISTICS: Weight: 2 BELT02 - Golden Girdle Golden Girdle: 'Golden girdle of Urnst' Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Armor Class Bonus: +3 vs. slashing weapons Weight: 2 BELT03 - Girdle of Bluntness Girdle of Bluntness: 'Destroyer of the Hills' Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands, lands that lacked a similar champion and did not fare as well. STATISTICS: Armor Class Bonus: +4 vs. blunt weapons Weight: 2 BELT04 - Girdle of Piercing Girdle of Piercing: 'Elves' Bane' An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance he continually used the wood to escape the law; and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitution. STATISTICS: Armor Class Bonus: +3 vs. piercing weapons Weight: 2 BELT05 - Girdle of Gender The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. BELT06 - Girdle of Hill Giant Strength Girdle of Hill Giant Strength This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason. STATISTICS Strength: set to 19 BELT07 - Girdle of Stone Giant Strength Girdle of Stone Giant Strength As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away. STATISTICS Strength: set to 20 BELT08 - Girdle of Frost Giant Strength (21 STR) Girdle of Frost Giant Strength This belt is actually the woven hair from a frost giant's beard. When worn the belt greatly increases the wearer's strength making them as strong as a frost giant. STATISTICS Strength: set to 21 BELT09 - Girdle of Fortitude Girdle of Fortitude This girdle greatly increases the wearer's constitution. King Violos used it when leading an expedition against marsh trolls. He'd been severely sickened the past winter and was no longer the healthy man he once was. The belt gave extra years to his life and inspired his men to renew their confidence in their king once more. STATISTICS Special Abilities (once per day): Constitution: set to 18 (lasts for eight hours) BELT10 - Belt of Inertial Barrier Belt of Inertial Barrier When worn, this belt creates a dense curtain of air around the wearer. This curtain, or barrier provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon. STATISTICS Abilities: + 5 to saves vs. breath weapons + 25% Resistance to Missile Damage (Missile Attacks will do three quarters of full damage) + 50% Resistance to Magic Damage (Magic Attacks (Such as Magic Missile, Abi Dalzim's Horrid Wilting, etc.) will do half of full damage) BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal) This belt is actually the woven hair from a fire giant's beard. When worn the belt greatly increases the wearer's strength. STATISTICS Strength: set to 22 MEL01 - Imoen's Belt ------------------------------------------------------------------------------- BLUNT WEAPONS: ------------------------------------------------------------------------------- BLUN01 - Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN02, BLUN08 - Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 +1 Damage type: crushing Weight: 15 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN03 - Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1D6 + 2 THACO: +1 Damage type: crushing Weight: 12 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN04, BLUN11 - Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1D6 + 1 Damage type: crushing Weight: 8 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN05 - Mace +1 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN06 - Morning Star The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2D4 Damage type: crushing Weight: 12 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN07 - Morning Star +1 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: THACO: +1 Damage: 2D4 +1 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN09 - Kiel's Morningstar Kiel's Morningstar: This is the morningstar of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted. STATISTICS: Damage: 2D4+3 THAC0: +3 Damage type: crushing Special: This weapons is cursed and instills a berserker fury in its wielder Weight: 10 Speed Factor: 4 Proficiency Type: Spiked Weapons Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN10 - The Root of the Problem The Root of the Problem Club +1, +3 vs. unnatural creatures This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers. STATISTICS: THAC0: +1, +3 vs. unnatural creatures Damage: 1D6 +1, +3 vs. unnatural creatures, +1 acid damage Damage type: crushing and acid Weight: 3 Speed Factor: 3 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN12 - Mace of Disruption +1 Mace of Disruption +1 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN13 - Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 12 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14 - Flail of Ages +3 This flail has been in the care of Lord Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, 'losing' it again and again. Powerful items gravitate towards powerful people, and powerful people yield the most glorious battles. STATISTICS: Combat Abilities: A chance each hit that target will be slowed (no saving throw) THACO: +3 bonus Damage: 1D6 + 4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14A - Flail Head (Cold) This is one of three flail heads belonging to Lord Arnise. Not all three heads are required to assemble the flail. BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14E - Flail of Ages (Acid + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Acid Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14F - Flail of Ages (Fire + Acid) This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14G - Flail of Ages (Cold) This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14H - Flail of Ages (Fire) This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14I - Flail of Ages (Acid) This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN15 - Morning Star +2 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN16 - Morningstar +2: The Sleeper Morningstar + 2: The Sleeper This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarf and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune. STATISTICS Combat Ability: Any human or demi-human, excluding elves, hit by the Sleeper must save vs. poison with a +4 bonus or fall asleep for 18 seconds. THACO: +2 bonus Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN17 - Morningstar +2: Wyvern's Tail Morningstar +2: Wyvern's Tail The large spike at the head of this morningstar is actually the lethal stinger of a wyvern. The mage-fighter Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon, that pulses with life in the hands of its wielder. STATISTICS Combat Abilities: Victims must make a saving throw vs. poison or take 5 hit points of poison damage THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN18 - Mace +3: Skullcrusher Mace +3: Skullcrusher This mace is permanently bloodstained; a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 4, +2 extra damage to humanoid creatures Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN19 - Mace +2: Mauler's Arm Mace +2: Mauler's Arm Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly, and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after. STATISTICS: Equipped Ability: Increases wielder's strength to 18 THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief BLUN20 - Mace +1: Ardulia's Fall Mace +1: Ardulia's Fall Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. spells at +3 or be slowed for 12 seconds THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN21 - Mace +2 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of his hand. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN22 - Club +3, Blackblood Club +3: Blackblood This oak club is coated with darkened dried globs of a tar-like substance. During battle this substance glows black with an inner light, and becomes thick and fluid. When the club strikes an opponent it delivers additional acid damage from the liquid splashing over the victim. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 3, +3 acid damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN23 - Bone Club +2, +3 vs. Undead Bone Club +2, +3 vs. Undead This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred would have served on its own. STATISTICS: THAC0: +2, +3 vs. Undead Damage: 1D6 + 2, +3 vs. Undead Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN24 - Club +2, Gnasher Club +2: Gnasher Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN25 - Mace of Disruption +2 Mace of Disruption +2 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Immunity to Level Drain THACO: +2 Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief HLOLTH - Handmaiden's Mace This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun. It is made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. poison or suffer 2 points of damage each round for 10 rounds. THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Any who are not either Elf or Half-Elf Evil Clerics BLUN26 - Club of Detonation +3 (Throne of Bhaal) This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast. STATISTICS: Combat Abilities: 20% chance target will take an additional 10 points of fire damage with each successful attack 7% chance a fireball will automatically detonate with each successful attack THAC0: +3 bonus Damage: 1D6 + 3, +3 fire damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN27 - Club of Detonation +5 (Throne of Bhaal) The enchantments from the Ring of Fire resistance makes the demon spirit trapped within this weapon easier to control - though the wrath of the creature may occasionally still be released without warning. STATISTICS: Combat Abilities: 30% chance target will take an additional 15 points of fire damage with each successful attack 5% chance a fireball will automatically detonate with each successful attack THAC0: +5 bonus Damage: 1D6 + 5, +5 fire damage Damage type: crushing Weight: 1 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN28 - Storm Star +3 (Throne of Bhaal) This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4, +1D6 electrical damage Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN29 - Storm Star +5 (Throne of Bhaal) Infused with the other worldly Starfall Ore, the powers of this already formidable weapon are greatly enhanced. STATISTICS: Equipped Abilities: +20% to electrical resistance Combat Abilities: 5% chance of casting chain lightning on target with each successful attack THACO: +5 bonus Damage: 1D6 + 6, +1D6 electrical damage Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN30 - Flail of Ages +5 (Throne of Bhaal) With the addition of the fifth and final head to this weapon created by the evil Rakshasa race the true potential of the Flail of Ages is finally realized. STATISTICS: Equipped Abilities: Free Action 5% bonus to Magic Resistance Combat Abilities: 33% chance each hit that target will be slowed (no saving throw) THACO: +5 bonus Damage: 1D6 + 6, +2 Acid Damage, +2 Cold Damage, +2 Fire Damage, +2 Poison Damage, +2 Electrical Damage Damage type: crushing Weight: 8 Speed Factor: 2 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30A - Flail Head (Poison) (Throne of Bhaal) BLUN30B - Flail Head (Electric) (Throne of Bhaal) BLUN30C - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Poison Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30D - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Electrical Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN31 - Club +3 (Throne of Bhaal) Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: crushing Weight: 1 Speed Factor: 1 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN32 - Flail +3 (Throne of Bhaal) The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 11 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN33 - Mace +3 (Throne of Bhaal) The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +3 Damage: 1D6 + 4 Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN34 - Morning Star +3 (Throne of Bhaal) The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +3 Damage: 2D4 +3 Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN35 - Ice Star +4 (Throne of Bhaal) The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire. STATISTICS: +20% Fire Resistance THACO: +4 Damage: 2D4 +4 +1-4 extra cold damage Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief ------------------------------------------------------------------------------- BOLTS: ------------------------------------------------------------------------------- BOLT01 - Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT02 - Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT03 - Bolt of Lightning This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target leaving behind an electrical sulfuric smell. As it hits there is a crackle as the energy stored is released into the target's wound. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Special: 4D4 electrical damage (save vs. breath for half) Weight: 0 Launcher: Crossbow BOLT04 - Bolt of Biting The Bolt of Biting was designed as a deadly compliment to the crossbow. With the barbed tip coated in a nasty poison, it will infiltrate the bloodstream of its victims causing agony and oft-times, death. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Poison: 30 damage in 15 seconds (save vs. death for none) Weight: 0 Launcher: Crossbow BOLT05 - Bolt of Polymorphing This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target must make a save vs. poly or be transformed into a squirrel. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Special: save vs. petr/poly or turn into squirrel Duration: permanent Weight: 0 Launcher: Crossbow BOLT06 - Bolt +2 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) This is the ammunition for Jan's crossbow (the Flasher Master Bruiser). These skulls are filled with a special powder that does a little bit of damage and has a chance to stun an opponent (saving throw vs. spells or be stunned for 2 rounds). STATISTICS Special Ability: Stun opponent (save vs. spells) for 2 rounds THAC0: +1 bonus Damage: 1d2 + 1 BOLT08 - Blessed Bolt This is a crossbow bolt that has been permanently enchanted with the spell 'Bless'. The enchantment will remain until it is fired out of a crossbow at which time the magic will fade. It has been fabled that if a Raksasha is stuck with this bolt it will die instantly. STATISTICS: Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow KUOBOLT - Kuo-Toa Bolt This slender bolt is coated with a special poison, developed by Kuo-Toa alchemists. A target hit by this bolt must making a saving throw vs. spells or be stunned for four rounds. STATISTICS: Combat Ability: target must save vs. spells or be stunned for four rounds Damage: 2D6 Damage type: missile (piercing) Weight: 1 Launcher: Crossbow SAHBOLT - Sahuagin's Paralytic Bolt Paralytic Bolt Any target hit by this bolt must making a saving throw or be paralyzed for five rounds. STATISTICS: Combat Ability: target must save vs. paralyzation or be stunned for five rounds Damage: 1D10 Damage type: missile (piercing) Weight: 1 Launcher: Crossbow BOLT09 - Bolt +3 (Throne of Bhaal) These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. STATISTICS: Damage: 1D8 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow ------------------------------------------------------------------------------- BOOKS: ------------------------------------------------------------------------------- BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Manual of Bodily Health +1 Con (unusable) BOOK04 - Manual of Gainful Exercise +1 Str (unusable) BOOK05 - Manual of Quickness of Action +1 Dex (unusable) BOOK06 - Tome of Clear Thought +1 Int (unusable) BOOK07 - Tome of Leadership and Influence +1 Chr (unusable) BOOK08 - Tome of Understanding +1 Wis (unusable) BOOK09 - Normal Book BOOK10 | - miscellaneous Histories BOOK67 BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must be Identified) BOOK70 - Yago's Book of Curses BOOK71 | - miscellaneous Dusty Books BOOK86 BOOK87 - Balduran's Log Book BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir BOOK89 - The Book of Kaza BOOK90 - Golem Building Book Finally, I have created a guardian Golem that is specially suited for the challenging task of cleansing my sphere of planar creatures. It is exceedingly efficient in combat, having just recently destroyed a score of Dretch and Chasme demons, though it was damaged in the encounter. These notes will serve as a reminder to me on the proper method of constructing the Golem should it be destroyed. Note to self: Avoid engaging other planar creatures. The exercise is quite difficult and better left to the Golem. A standard Golem requires two legs, two arms and a head. Be wary that some denizen of the Sphere does not steal any of my spare Golem pieces. It would be frustrating to have to actually track down the pieces myself. The most difficult task comes after the pieces are assembled in the workroom. To activate the Golem you must... (Unfortunately the pages past this point are burnt and their words can no longer be deciphered) BOOK91 - Tome of Amaunator Blessed be the light of Amaunator. The Temple of Amaunator shines like a beacon of radiance in the hills of Umar. Amaunator wards us from the shadows of evil. Pilgrims come from areas far off to be blessed by the beauty of Amaunator. Amaunator is endless and without equal. Yet our god serves us well, in that he is constantly on vigil against shadows. The Temple serves a further purpose towards this end. Amaunator keeps the casters of shadows from walking the land. Any and all who dare to taste of shadow magic should know that Amaunator and his most holy servants will seek them out and cast them into chains within the Temple. Lightstone, Dawn's Light, and Sun Rays are Holy Symbols, guides in any spiritual journey that a disciple of Amaunator may embark upon. Blessed be the light of Amaunator. BOOK92 - Merella's Journal You skip many of the entries of times and places far removed from your current worries. Flamerule 7 Kaatje came to visit again. A sweet child, eager to learn my ways with the wild creatures. Flamerule 12 Dark creatures roam the forests. Several townspeople have been slain by some unknown predator. Everyone seems to have their own opinion of what is doing the killing. The strangest thing is that the bodies are disappearing in the morning. This leaves me baffled, for most signs point to a pack of wolves that have been in the area for a long time. Wolves don't steal bodies. Flamerule 13 Or perhaps I should say wolf-like creatures. At night while I've been patrolling I've often caught shadowy glimpses of these 'wolves' running alongside me. I've tried to attract their attention but they ignore me. I find this most strange, as if the pack is being controlled by someone else. Years ago I spoke with the pack leaders and they were cordial. Now they either flee from me, or, and I fear to say this, they stalk me. Flamerule 21 It is near noon and still the wood outside my cabin seems full of shadows. I've been hard pressed to hear birds and most of the larger animals have long fled. I plan to find the wolf's den (this afternoon). I've drawn a map to it. All signs point to them as being the culprits, but what wolves act like these? They are wolves with the cunning of men. And there is something else, a whispering in my mind. It is faint now, in the waking hours, but while I sleep I dream only of this voice and the face behind it. Whether it is connected to the voices, I do not know. I suspect by the time that the sun sets tonight I'll have answers to my questions. BOOK93 - Orcish Cookbook Slice Onion, crush garlic, peel chestnuts, and cut boar into tiny cubes. In a greatpot over large flame heat oil; when it begins to smell hot, toss in the elk feces, then pour in horse urine. Mmmmmm...can you smell great food already? Maybe use different stuff for stew if boar not available. Flesh of genies from tomb would work well. Could use wolf men in west dungeon. Hmmm. If only I could avoid air monster in the well, then the well treasure would be MINE! Then could buy any stuff for stew I wanted! BOOK94 - The Vapiricus Omnibus: Unabridged Ending the Plague of Teeth This tome is quite ancient, and you do not recognize the tongue in which it is written. Fortunately, Bodhi has scrawled a translation of selected passages in the margins, as well as further questions she apparently wished to ask on the subject. Stuat tuo Gotha: The resolution: With the witch at the fore, long previous to her treachery, we did stride the hills of Umar seeking comfort in our hour of need. The time had come for the living to mourn no more, and the blades that were fettered by sentiment were cut free, and it was decided that we would speak for our lives with the sinews of our sword arms. The honored dead that did take flight in the darkness of shadow would no more receive sorrow from those of us that had lost their friends and relatives to the plague of teeth. Mornat de'pas Golvana Fathorn: Battles when came the dead: There came we, the army of light, armed with faith and conviction, and we did march unto the tombs of the restless dead during hours of day. With wooden edge we struck down master and slave, though many paid for each thrust with their lives. In the fallen there was the danger of a scourge anew, and many of the newly infected seemed doomed to walk again with dire purpose. Aegato Davon: The plea: "No more" cried we! No more would we lose to the plague. These new fallen could not be abandoned. We had fought for our lives and theirs, and they would not be taken. To the Temple we went, to the god of Sun and Light. Amaunator would save them. Amaunator, whose touch turns shadows to fire. In the arms of the Sun god were the infected placed, and the hearts of their dark masters were laid there with them. Blood did burn, and the dead returned, but not as undead or unliving, but alive and freed from taint. Many did walk the light side home, when last the plague did fall. Relevance of archaic worship of Amaunator? Origin of vampiric plague? Any link to a modern cure to be worried of? Historical document or historical fiction? A final note is scribbled... *Interrogate Oghma monk at Docks district temple about further information. He should be able to provide more information on reversing vampirism* BOOK95 - Dea Vampir Becomos This book has been drenched in blood, ruining most of the pages within. The original ink, faded to begin with, is now thoroughly illegible. A more recent script handwritten in the margins has left an impression revealing a few words here and there, just enough to decipher the nature of the tome. This text apparently dealt with the process that one would go through to become a vampire, though the little you can see gives no indication why someone would want to do such a thing. There is a stamp on the back of the book suggesting that this tome was once archived and recorded by the followers of Oghma. BOOK96 - Conjur Ota Servanta This text is written in a very old dialect of southern common that you are not familiar with, though it does not appear to be a particularly ancient tome. It seems to be a section of the personal journal of a noble named Tomass Sangui, and deals with the acquiring and control of his most devoted servants. It is difficult to ascertain much more, though from the frequency of certain words you are reasonably sure that Tomass was creating vampire minions, if not some other creature that feeds on blood. His knowledge on the subject seems quite intimate indeed, and he details the long process of completely turning a victim. Apparently, if the process is interrupted it can be reversed, but the author does not say how. There is a stamp on the back of the book that indicates it was once archived and recorded by the followers of Oghma. BOOK97 - Lellyn's Journal This journal was found on the body of the shadow slain warrior that you stumbled upon near the entrance to the dark woods. The last entry is of particular interest: "Nothing is as I'd imagined that it would be. I expected to become a hero when I joined Mazzy Fentan's party. I expected that we would slay monsters with ease and bask in the glory of victory as they do in the old tales. But it is not as it seems. I did not expect the drudgery of the march, the casual horror of slaughter, the smell of death everywhere. I swear I can taste it! We've killed so many shadows and black wolves that my brain has become as numb as my arm. I am covered in ichor but have not the energy to even clean myself. If not for Mazzy I think that I would be mad. She is a constant source of strength and always reminds us of the innocents that these beasts have killed, of the horror that we must take upon ourselves to save the people who have no defense. Mazzy is the hero here, not I. The battle has only just begun. Today we arrived at the entrance to the ruined temple. It was crawling with shadows. Were it not for Mazzy's quick thinking we would surely be dead. There were far too many to fight but Mazzy used the stained glass of the ruins to reflect what light we had, illuminating the entrance and sending the shades to their doom. While the stained glass caught the light, we were able to find a pocket of safety. Any shadows that came within were destroyed by the light. Tomorrow we will attempt to enter the temple and the darkness. I have never felt such dread. I try to be as brave as Mazzy but cannot. I feel the horrible inescapable urge to run and when the battle is joined, I can only hope that I will not." BOOK98 - Book of King Strohm III The ancient text is yellowed and crumbling, and written in a language that is far-removed from modern-day Common. Still, portions of it are translatable with effort. Overall, the book describes the burial of King Strohm III, and how great efforts were made to keep his tomb safe from the graverobbers that would surely follow once his kingdom fell due to treachery within. The King's son, Strohm IV, apparently commissioned the creation of a mask of his father that would allow access to the tomb. How it does so is not clear in the text, although it is mentioned that the mask is kept in six seperate pieces by six Guardians that had been summoned by Strohm's vizier... and that these Guardians would only surrender the mask to one of Strohm's bloodline. HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal) The large volume is almost too large to comfortably carry, but in giantish hands would likely be little other than a small journal. Its scribbled contents were made with an unsteady hand and written in giantish, but are still largely legible. Some interesting notes contained within: "Finally found the little human Bhaalspawn who's been evading me for two weeks in the Calim Desert. Was almost a shame to eat his heart, but rules are rules." "The wraiths that were loaned to me turned out to be useful. I have the old hag's heart, now, and she's helpless against Yaga-Shura! Foolish, presumptuous woman! May she rot in that infernal swamp of hers!" "Most of the spawn that are left are collected in Saradush, now, where we want them. Only a few stragglers to pick off once the city walls are overcome...which is only a matter of time." "Illasera was chosen to be the one to go after the powerful Bhaalspawn, the straggler. What is name? ? Hmph. Yaga-Shura should have been the one chosen. The fool would have stood no chance. But now is not the time to disobey orders. Yaga-Shura can bide his time." The remainder of the journal contains information on the gathering of Yaga-Shura's army and various tactical matters which, while interesting, are not particularly relevant. ------------------------------------------------------------------------------- BOOTS: ------------------------------------------------------------------------------- BOOT01 - Boots of Speed Boots of Speed: 'The Paws of the Cheetah' These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!" STATISTICS Equipped Ability : increases movement rate BOOT02 - Boots of Stealth Boots of Stealth: 'Worn Whispers' In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they, that no nook or cranny escaped their eyes and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Move Silently Bonus: +20% Hide in Shadows Bonus: +15% Weight: 4 Not usable by: Fighter Mage Cleric Druid BOOT03 - Boots of the North Boots of the North: 'The Frost's Embrace' Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, Goddess of Winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted boots of the north. With them he crossed the ice land in pursuit of his would be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again. STATISTICS: Cold resistance: +50% Weight: 4 BOOT04 - Boots of Avoidance Boots of Avoidance: 'Senses of the Cat' The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students. STATISTICS: Armor Class bonus: +5 vs. missile weapons Weight: 4 BOOT05 - Boots of Grounding Boots of Grounding: 'Talos' Gift' Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. STATISTICS: Electricity resistance: +50% Weight: 4 BOOT06 - Worn Out Boots Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. STATISTICS: Weight: 4 BOOT07 - Boots of Elvenkind These soft boots make the wearer move as silently as the woodland elves. Thieves love to get their hands on these boots, but the elves are reluctant about exporting them, fearful that they may be used for illegal purposes. STATISTICS Abilities : Move Silently: +30% bonus Usable By Thieves BOOT08 - Boots of Phasing This item is cursed and can only be removed with a remove curse spell. Whether by mistake or malicious purposes the creator of these boots enchanted them with dangerous magic. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase the wearer receives a +2 AC bonus. STATISTICS Wearer phases to a random enemy every 12 seconds (when an enemy is within sight) AC: +2 bonus BOOT09 - Boots BOOT10 - Boots of Lightning Speed (double haste) These modified boots of speed were originally intended to boost the wearer's speed rating to even greater rates than normal boots of speed. They make the wearer as fast as if a haste spell had been cast upon someone wearing boots of speed. Unfortunately the wearer cannot attack and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nick-name is 'Heel of the Coward', for that summarizes their most obvious use: running away. STATISTICS Equipped Abilities : Haste: Double-strength haste spell Penalties: unable to attack or cast spells BOOT11 - Boots of Etherealness Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover, so that she could join him for a tryst. Others simply point out that the boots are useful for any mage to become intangible to attacks while devastating an opponent with offensive magic. STATISTICS Use Abilities : Etherealness: These boots can make a wearer ethereal for 30 seconds (once per day). This makes the wearer immune to normal weapons. Spells may still be cast, and weapons may still be used. BOOT12 - Gargoyle Boots (Throne of Bhaal) Legend holds that the mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate. STATISTICS: Stoneskin 2 times/day (2 skins per use) Immune to backstab BOOTDRIZ - Drizzt's Boots of Speed These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!" STATISTICS Equipped Ability : increases movement rate ------------------------------------------------------------------------------- BOWS: ------------------------------------------------------------------------------- BOW01 - Composite Long Bow Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. To wield such a powerful bow requires a strength of 18. STATISTICS: THAC0: +1 bonus Damage: +1 Weight: 10 Speed Factor: 7 Proficiency Type: Longbow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW02 - Composite Long Bow +1 Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal long bow. This magical bow requires a strength of 18 to wield. STATISTICS: THACO: +2 bonus Damage: +1 bonus Weight: 9 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW03 - Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: THACO: +1 bonus Weight: 3 Speed Factor: 7 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW04 - Long Bow +1 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: THACO: +2 bonus Weight: 3 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW05 - Short Bow Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow. STATISTICS: Weight: 2 Speed Factor: 6 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW06 - Short Bow +1 Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. This is a magical short-bow, giving the user an additional +1 to hit. STATISTICS: THAC0: +1 bonus Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW07 - Long Bow of Marksmanship Long bow of marksmanship: 'The Dead Shot' Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment Edwall's head did much the same. STATISTICS: THACO: +3 Weight: 2 Speed Factor: 5 Proficiency Type: Bow Weapons Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW08, BOW99 - Eagle Bow (Short Bow +2) Short bow, eagle bow: 'Protector of the Dryads' In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily . . . nay, VERY happily ever after! STATISTICS: THAC0: +2 Weight: 2 Speed Factor: 4 Proficiency Type: Bow Weapons Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW09 - Ripper +2 Ripper +2 This composite longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use, a favorite of scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and they see little use due to the tremendous strength they require. STATISTICS: THACO: +2 Damage: +2 Proficiency Type: Longbow Weight: 8 Requires: 18 Strength Speed Factor: 5 Type: 2-handed Not Usable By: Druid Cleric Mage Thief Bard BOW10 - Heartseeker +3 Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of a Treant, though how he came to possess such material is unknown. He certainly did not anticipate the enchantment within, magic that makes the archer's aim almost infallible for a short period every day. Pinn claimed his skill was responsible, but it is more likely that some aspect of the soul of the Treant is still within the wood. This bow requires a strength of 18 to use. STATISTICS: Combat Abilities: Once per day can increase bow's aim to an additional +7 to hit for nine seconds THACO: +4 Damage: +2 Weight: 7 Speed Factor: 4 Proficiency Type: Longbow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW11 - Strong Arm +2 This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading South. STATISTICS: THACO: +3 bonus Damage: +3 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Longbow Type: 2-handed Requires: 19 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW12 - Elven Court Bow +3 This yew bow is more a work of art than a weapon of war; fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost. STATISTICS: THACO: +4 Weight: 2 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW13 - Mana Bow +4 Kestsa was given this longbow many years ago by the Cowled Wizards, as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy. STATISTICS: Equipped Abilities: +20% to resist magical damage THACO: +4 Weight: 2 Speed Factor: 3 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW14 - Tuigan Short Bow +1 The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerun but bound together by a common bloodline. The bows they make are especially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: any bow of Tuigan origin can be fired faster than is possible with a normal one. STATISTICS: Combat Abilities: 3 shots per round THACO: +1 bonus Damage: +1 Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW15 - Tansheron's Short Bow +3 (needs no ammo) The thin, frayed string of this bow appears unusable, but when it is drawn a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows. STATISTICS: Equipped Ability: This powerful bow requires no ammunition THACO: +3 bonus Weight: 2 Speed Factor: 3 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW16 - Composite Long Bow +2 This long bow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 18 to use. STATISTICS: THACO: +3 bonus Damage: +1 bonus Weight: 8 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW17 - Long Bow +2 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood. STATISTICS: THACO: +2 bonus Weight: 3 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW18 - Short Bow +2 Short bows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. This short bow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow. STATISTICS: THACO: +2 Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW19 - Short Bow of Gesen (needs no ammo) The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user. STATISTICS: THAC0: +4 Damage: 2 piercing, 1-8 electrical Effects: Grants user 20% resistance to electrical damage Weight: 2 Speed Factor: 4 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW19A - Gesen Bow Shaft Part of the Gesen Bow This is one part of the Gesen Bow, a powerful short bow created by Gesen Khan... and used on its own creator when it was stolen by the Shadow Thieves. Legend relates that the bow fires bolts of lightning instead of arrows, and it has been highly sought in the past by Shadow Thieves for use by their assassins and by Cowled Wizards for study. BOW19B - Gesen Bow String BOW20 - Darkfire Bow +4 (Throne of Bhaal) Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent short bow. STATISTICS: Equipped Abilities: Once per day may cast Improved Haste 5% bonus to Fire and Cold resistance THACO: +4 Weight: 1 Speed Factor: 2 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW21 - Darkfire Bow +5 (Throne of Bhaal) The magical bowstring of Gond makes even this strongly enchanted short bow more accurate and powerful. STATISTICS: Equipped Abilities: Once per day may cast Improved Haste 5% bonus to Fire and Cold resistance THACO: +5 Weight: 1 Speed Factor: 1 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW22 - Taralash +4 (Throne of Bhaal) Taralash was a hunter reknowned for his ability to track down even the fleetest of quarry by foot. Few animals ever escaped once he had them in the sights of his mighty longbow. STATISTICS: Equipped Abilities: Increase Movement Rate by 2 THACO: +4 Weight: 2 Speed Factor: 3 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW23 - Taralash +5 (Throne of Bhaal) The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful. STATISTICS: Equipped Abilities: Increase Movement Rate by 2 THACO: +5 Weight: 1 Speed Factor: 2 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW24 - Composite Long Bow +3 (Throne of Bhaal) This long bow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 18 to use. STATISTICS: THACO: +4 bonus Damage: +1 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW25 - Long Bow +3 (Throne of Bhaal) The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood. STATISTICS: THACO: +3 bonus Weight: 2 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW26 - Short Bow +3 (Throne of Bhaal) Short bows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. This short bow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow. STATISTICS: THACO: +3 Weight: 1 Speed Factor: 3 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage NPBOW - Bow of Arvoreen (Mazzy) This enchanted bow has been in Mazzy Fentan's possession for several years, given to her by her god Arvoreen. It is usable only by halflings, granting a +2 bonus to hit rolls. STATISTICS: THAC0: +2 bonus Weight: 2 Speed Factor: 6 Proficiency Type: Short Bow Type: 2-handed Not Usable By: Druid Cleric Mage ------------------------------------------------------------------------------- BRACERS: ------------------------------------------------------------------------------- BRAC01 - Bracers of Defense AC 8 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 8 Weight: 2 BRAC02 - Bracers of Defense AC 7 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 7 Weight: 2 BRAC03 - Bracers of Defense AC 6 Bracers of Defense AC. 6: 'Bracers to the Death' These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. STATISTICS: Armor Class: 6 Weight: 2 BRAC04 - Bracers of Archery Bracers of Archery: 'The Dale's Protector' During a dangerous meeting with a rival ruler, the King of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the King and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden archers. The King was able to escape unharmed; in fact, none of the ambush members even lived to approach him. STATISTICS: THACO: +2 (missile weapons only) Weight: 2 Not usable by: Druid Mage Cleric BRAC05, BRAC12 - Bracers Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. BRAC06 - Gauntlets of Ogre Power Gauntlets of Ogre Power: 'Hands of Takkok' The Hands of Takkok are exactly that; his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets. STATISTICS: Strength: set to 18/00 Weight: 2 Not usable by: Thief Mage BRAC07 - Gauntlets of Dexterity Gauntlets of Dexterity: 'The Brawling Hands' This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. STATISTICS: Dexterity: set to 18 Weight: 2 Not usable by: BRAC08 - Gauntlets of Fumbling Cursed Gauntlets of Fumbling: 'Elander's Gloves of Misplacement' With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. STATISTICS: *CURSED* THACO: -10 penalty Dexterity: -2 penalty Weight: 2 Special: Can only be removed by a 'remove curse' spell BRAC09 - Gauntlets of Weapon Skill Gauntlets of Weapon Skill: 'Xarrnous' Second Sword Arm' Perhaps the most well known owner of these gauntlets was a mercenary, named Xarrnous. He specialized in smuggling, and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy. STATISTICS: THACO: +1 bonus Weight: 2 Not usable by: BRAC10 - Gauntlets of Weapon Expertise Gauntlets of Weapon Expertise: 'Legacy of the Masters' Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom. STATISTICS: THACO: +1 bonus Damage: +2 bonus Weight: 1 BRAC11 - Bracers of Binding (cursed item) These bracers appear to be Bracers of Specialization but when donned, bind the wearers wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror. STATISTICS: Special: Casting failure 75% THACO: +5 penalty Damage: -5 penalty BRAC13 - Bracers of Defense AC 5 Baron Tiri of the North commanded ten of these bracers to be made, one for each of his bodyguards. The Baron thought it amusing when bandits - thinking them easy targets for they wore no armor -- would attack him and his men as they made excursions across the land. The Guards of Tiri swiftly dealt with the would be attackers. Of course Baron Tiri himself never wore a set of bracers and it was this unfortunate oversight that led to his death at the hands of an assassin's poison dagger. STATISTICS: Armor Class: 5 Weight: 2 BRAC14 - Bracers of Defense AC 4 Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by Tapid Gornoak. He was still an active warrior at the age of seventy-five but the weight of his armor was getting harder and harder to bear. A companion, the sorceress Nadalarin, created these bracers for him. She also cast a permanent illusion over him so that his men would think he still wore his heavy chain. Tapid died twenty years later, his hands wrapped around the neck of an orc chief when old age took him. STATISTICS: Armor Class: 4 Weight: 2 BRAC15 - Bracers of Defense AC 3 Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado -- no man other than he would joust without armor -- he soon became a favorite to the ladies that watched the events. Too much of a favorite it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush Glen forget to don his bracers. Glen died with a confused grin on his face as the knight's sword struck him, never knowing his own folly. STATISTICS: Armor Class: 3 Weight: 2 BRAC16 - Bracers of Blinding Strike Knight Wesic of the Most Noble Order of the Radiant Heart often said 'Attack swiftly and your enemy will be so overwhelmed that the battle will be yours'. He lived this principle through these bracers. Before engaging in righteous battle he would unlock the magic of the Blinding Strike and quickly rush at his enemy. More often than not his opponent would fall within the first few seconds of battle. STATISTICS Abilities: Improved Haste once per day for twenty seconds BRAC17 - Gloves of Pick Pocketing A few years back Fong Moo a famous cutpurse, known in both Baldur's Gate and Athkatla, was found dead on the road between the Gate and Beregost. Seems he'd stolen an artifact from a powerful mage and tried escaping, with little success. His possessions went to a nephew, who took up the same trade as his uncle, and became especially good at pick pocketing. Whether these gloves were magical before falling into Fong's hands or if they are somehow imbued with the master's essence is not known. STATISTICS Pick Pocketing: +20% Bonus BRAC18 - Gloves of Missile Snaring Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning Foik was found dead and the gloves missing. STATISTICS AC: +2 bonus from missile attacks BRAC19 - Gauntlets of Crushing A foreigner from the east who went by the name of Floating Bear became well known through the Sword Coast. Unarmed and unarmored he bested many powerful warriors. One night, in the arms of a lady of the night he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland. STATISTICS THAC0: +4 bonus when attacking with fists Damage: +4 bonus when attacking with fists BRAC20 - Gloves of Healing These gloves are usually given to novices of the Most Noble Order of the Radiant Heart who have yet to acquire the ability to cast spells. For anyone outside of the Order to wear these gloves is a rare honor. STATISTICS Special Abilities: Heal up to 10 hit points of damage and any poison effects, once per day BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal) These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds. STATISTICS: Adds one extra 1/2 attack/round THACO: +1 bonus Damage: +2 bonus Weight: 1 Useable By: Fighters Paladins Rangers BRAC22 - Paladin's Bracers (Throne of Bhaal) Defenders of justice are ever eager to acquire another tool which may be used to thwart the machinations of evil. However, these particular gauntlets can only be worn by a warrior of the purest heart. STATISTICS: +10 to maximum HP total while equipped Weight: 1 Useable By: Paladins BRAC23 - Blessed Bracers (Throne of Bhaal) The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power. STATISTICS: Cast Cure Critical Wounds once/day Cast Resurrection once/day +10 to maximum HP total while equipped Weight: 1 Useable By: Paladins BRAC24 - Bard's Gloves (Throne of Bhaal) These leather gloves do not appear to have any special properties, though they are quite fashionable. STATISTICS: Weight: 1 Useable By: Bards BRAC25 - Wondrous Gloves (Throne of Bhaal) These gem-studded leather gloves are enchanted so as to augment the skills of any bard. STATISTICS: +1 THAC0 +1 Bonus to AC Bonus 2nd, 3rd and 4th level spell Weight: 1 Useable By: Bards BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal) Although monks traditionally shun armor, these gauntlets of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat. STATISTICS: +15 to maximum Hit Point total +1 Bonus to AC Weight: 1 Useable By: Monks NPMISC2 - Jansen Techno-Gloves Jansen-Brand Techno-Thieving Gadgetizer Gloves - (TM) This set of thieving tools gives Jan an additional bonus to both his lock picking and pick pocketing. He is the only one who can use the Gloves, as no one else quite has the knack of it. Oddly, he seems to be able to actually cast spells while wearing the things. Must be because they got style. STATISTICS Lockpicking: +20% Pick Pockets: +20% ------------------------------------------------------------------------------- BULLETS: ------------------------------------------------------------------------------- BULL01 - Bullet A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1D4 + 1 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL02 - Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 2 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL03 - Bullet +2 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 3 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL04 - Sunstone Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. When the bullet strikes an opponent it explodes in a flash of fire. STATISTICS: Damage: 1D4 + 2, +2 Fire Damage THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL05 - Bullet +3 (Throne of Bhaal) Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 4 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL06 - Bullet +4 (Throne of Bhaal) Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 5 THACO: +4 Damage type: missile (piercing) Weight: 0 Launcher: sling ------------------------------------------------------------------------------- CHAINMAILS: ------------------------------------------------------------------------------- CHAN01 - Chainmail Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 5 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN02 - Chainmail +1 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 4 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN03 - Chainmail +2 Chain mail +2: 'Mail of the Dead' A mage can make an extremely effective assassin, as Vorusta illustrated over 400 years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over. STATISTICS: Armor Class: 3 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN04 - Splint Mail Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Armor Class: 4 Weight: 40 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN05 - Splint Mail +1 Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer a bonus of +1 to their armor class. STATISTICS: Armor Class: 3 Weight: 10 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN06 - Mithril Chain Mail +4 Mithril Chain mail +4. This is the personal armor of Drizzt, the famous dark elf ranger. It was forged for him by his friend Bruenor. STATISTICS: Armor Class: 1 Weight: 7 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN07 - Chain Mail +3 This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithril alloy and offers protection from all but the most determined attackers. STATISTICS: Armor Class: 2 Weight: 9 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN08 - Chain Mail +2 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 4 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN09 - Darkmail +3 Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire breathing creatures. STATISTICS: Bonuses: +20% Resistance to fire damage Armor Class: 2 Weight: 9 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN10 - Jester's Chain +4 Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest towns on the Sword Coast, gave him this suit of magical chain as a gift. The chain mail was given to protect Dekirh from the drunken spectators who often threw rotting produce, chairs and even knives at Dekirh. The bard appreciated the gift but painted it with wild colors to better fit into his show. STATISTICS: Armor Class: 1 Weight: 8 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN11 - Crimson Chain +5 The dark red metal used to make this chain is said to come from a hidden mine in the Cloudpeaks. At one time the Bloodway, a band of evil adventurers, all wore armor of this kind, but the other suits have long been lost. STATISTICS: Armor Class: 0 Weight: 7 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN12 - Elven Chain Mail The delicate yet sturdy craftsmanship of the Elven races allows them to design many beautiful yet utilitarian goods. Among these is Elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by thieves and fighter/mages with few restrictions. STATISTICS: Armor Class: 5 Weight: 7 Requires: 5 Strength Not Usable By: Druid Mage CHAN13 - Elven Chain +1 Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by thieves with few penalties and by fighter-mages without removing their spellcasting ability. STATISTICS: Armor Class: 4 Weight: 8 Requires: 5 Strength Not Usable By: Druid Mage CHAN14 - Sylvan Chain +2 This light but strong mail is of Sylvan elf construction, and therefore its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor be found outside of a wood elf tribe, and rarer still on someone not of elven lineage. STATISTICS: Armor Class: 3 Weight: 10 Requires: 5 Strength Not Usable By: Druid Mage CHAN15 - Melodic Chain +3 The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately the Bards of Melody were disbanded hundreds of years ago, and the secret of 'playing' the armor faded with them. STATISTICS: Armor Class: 2 Weight: 12 Requires: 5 Strength Usable By: Bard CHAN16 - Bladesinger Chain +4 The lore of this suit is difficult to determine, either due to the exotic circumstances from which it sprang, or the wish of its previous owner to conceal its location. Secrecy would certainly be desirable, as even rumors of such a mail as this could provoke deadly interest. It is the pinnacle of elven craft, and a truly blessed item. STATISTICS: Armor Class: 1 Weight: 15 Requires: 5 Strength Not Usable By: Druid Mage CHAN17 - Ashen Scales +2 Instead of metal strips, this armor uses wyvern scales bound to a chain backing by means of a magical fire. The resulting armor is ash grey in color and more flexible than standard splint mail. A ranger, Usher Skacan, made this armor after slaying several wyverns that were killing all the deer and elk in his forest. STATISTICS: Armor Class: 2 Weight: 18 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN18 - Armor of Faith +3 This was the armor of Seffer Ekr, and a sign of the goddess Mielikii's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding orcish hordes back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade. STATISTICS Bonuses: +1 bonuses to all saving throws Armor Class: 1 Weight: 15 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal) While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful Elven armor by gilding and heavily enchanting normal Elven Chain. Alas, his refusal to divulge the secret lead to his murder by a rival smith. STATISTICS: While worn, user is completely immune to all normal weapons. Armor Class: 0 Weight: 15 Requires: 5 Strength Not Usable By: Druid Mage CHAN20 - White Dragon Scale (Throne of Bhaal) Not surprisingly, this armor created from the scales of a young Ice Dragon provides the wearer with protection from cold and ice. STATISTICS: +50% Resistance to Cold Cast Cone of Cold 3 times/day Armor Class: -2 Weight: 15 Requires: 8 Strength Not Usable By: Mage CHAN21 - Chain Mail +3 (Throne of Bhaal) Typical golden chainmail worn by Balthazar's Mercenaries. STATISTICS: Armor Class: 2 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CLOLTH - Dark Elven Chain Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by thieves with few penalties and by fighter-mages without removing their spellcasting ability. STATISTICS: Armor Class: 4 Weight: 8 Requires: 5 Strength Not Usable By: Druid Mage NPCHAN - Corthala Family Armor This armor, long in the Corthala bloodline, protects the user against all forms of attacks. The armor is enchanted so that it grants a +3 bonus to Valygar's armor class. It also adds a bonus to resisting acid, fire and magical damage. The armor also makes Valygar immune to charm while he wears it. As it is specially fitted for Valygar, few other than he may wear it. STATISTICS: Equipped Abilities: Immune to Charm Bonuses: +25% Resistance to fire, acid, and magic damage Armor Class: 2 Weight: 9 Usable By: Valygar ------------------------------------------------------------------------------- CLOAKS & ROBES: ------------------------------------------------------------------------------- CLCK01 - Cloak of Protection +1 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for mages and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Armor Class: +1 bonus Saving Throw: +1 bonus Weight: 3 CLCK02 - Cloak of Protection +2 Cloak of Protection +2: 'The Spirit's Shield' This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak. STATISTICS: Armor Class: +2 bonus Saving Throw: +2 bonus Weight: 3 Not usable by: CLCK03 - Cloak of Displacement The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Armor Class: +4 vs. missile weapons Saving Throws (death, breath, wand): +2 bonus Weight: 3 Not usable by: CLCK04 - Cloak of the Wolf Cloak of the Wolf: 'Relair's Mistake' A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment he apparently inflicted lycanthropy upon himself. The wearer can change form whenever he wishes. Relair was not so lucky. STATISTICS: Special: Polymorph into wolf at will Weight: 3 Not usable by: CLCK05 - Cloak of Balduran This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus Magic Resistance: 25% Weight: 3 Not usable by: CLCK06 - Cloak of Non-Detection Cloak of Non-Detection: 'Whispers of Silence' Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners. STATISTICS: Special: Non-detectable by magical means such as detect invisibility and scrying. Weight: 3 CLCK07 - Nymph Cloak The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband. This cloak may be used to charm one person, once per day. STATISTICS: Charisma: +2 bonus Weight: 3 Not usable by: CLCK08 - Algernon's Cloak Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow. STATISTICS: Charisma: +2 bonus Weight: 3 Not usable by: CLCK09 - Mage Robe of Cold Resistance Mage Robes of Cold Resistance are a common sight in the Sword Coast region, especially as one travels north towards Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. STATISTICS: Cold Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK10 - Mage Robe of Fire Resistance Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they cannot be worn except by mages. STATISTICS: Fire Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK11 - Mage Robe of Electrical Resistance While seen with less frequency than some other Mage Robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession. STATISTICS: Electricity Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK12, CLCK18 - Knave's Robe A favorite among thief-mages, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane. STATISTICS: Armor Class: +1 vs. slashing weapons Save vs. death: +1 bonus Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK13 - Traveller's Robe This Mage Robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous thief-mage that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveller's Robe can only be worn by mages. STATISTICS: Armor Class: +1 bonus vs. missile weapons Saving Throw: +1 bonus vs. breath Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK14 - Adventurer's Robe This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from protecting the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession. STATISTICS: Armor Class: +1 bonus vs. crushing weapons Saving Throw: +1 bonus vs. petrification/polymorph Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK15, CLCK19 - Robe of the Good Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Good-aligned characters CLCK16 - Robe of the Neutral Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of neutral alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Neutral-aligned characters CLCK17 - Robe of the Evil Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of evil alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Evil-aligned characters CLCK20 - Cloak of the Shield This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat. STATISTICS: Special: +5 Armor bonus vs. missile weapons Special: +1 Armor bonus vs. all other weapons Duration: 1 turn Number of Charges: Unknown Weight: 4 Not Usable by: CLCK21 - Holy Cloak This cloak is a holy artifact of the inhabitants of the werewolf village. An item with more symbolic value then actual enchantments, as it is a remnant from when they first arrived on the island. CLCK22 - Shandalar's cloak This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. Although, how it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak which would remain a mystery even to a powerful mage. CLCK23 - Cloak of Elvenkind This green cloak resembles a normal cloak. Wearing it makes any person able to hide in shadows with astonishing abilities. As per the thief ability though, the moment the wearer attacks or otherwise makes his/her presence known the wearer must leave the shadows. STATISTICS Hide in Shadows: bonus 50% CLCK24 - Cloak of Reflection Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms. STATISTICS Special Abilities: Reflects all electrical damage back to the source CLCK25 - Cloak of the Stars Thalanta the Fair created many types of cloaks, all known as Cloaks of the Stars. This particular version is simple, with three stars down each sleeve. Once per day each star can be removed and thrown as a dart. The star disappears, only to return the next day. STATISTICS Special Abilities: Creates six +5 darts each day CLCK26 - Cloak of Mirroring Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water". Its true enchantment becomes apparent when the wearer is attacked directly by magic, and all damage caused by spell effects is returned to the caster. STATISTICS Special Abilities: Reflects all spell damage back to the source. This includes offensive spells like magic missile, but not disabling (non-damage) spells such as hold person. CLCK27 - Cloak of the Sewers For a sewer dweller like Ivan, survival meant going where others refused. Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate, that he found caverns of natural caves, some of which opened to the ocean. Within one cave, Ivan discovered what he thought was a ruined cloak, all torn and stained. He tossed it into the fire he started, but it would not burn. Curious, he donned it and with some prying he discovered its hidden abilities. With the right command he could shift into a rat, a troll, or a mustard jelly. STATISTICS AC: +1 bonus Special Abilities: Polymorph self: Once a day, the wearer can change into a rat, a troll, or a mustard jelly. CLCK28 - Shadow Thief Cloak This is the cloak that Bodhi has asked you to plant, along with a dagger, in Vulova's home to frame the Shadow Thieves for his murder. CLCK29 - Robe of the Apprenti This robe was created by your apprentices, working busily away within the Planar Sphere. STATISTICS AC: 3 CLCK30 - Cloak of Bravery This cloak is an evil thing, albeit powerful. Made from the poorly stitched together skin of innocent nymphs, this cloak grants the wearer immunity to fear and panic. STATISTICS Equipped Abilities: Immunity to fear and panic CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal) The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many forms - including hiding from view and running away. STATISTICS: Cast Improved Haste once/day Cast Improved Invisibility once/day Armor Class: +2 bonus Saving Throw: +2 bonus Weight: 3 CLCK32 - Montolio's Cloak (Throne of Bhaal) This is the fabled cloak of Montolio DeBrouchee - the aged, blind mentor of the dark elf ranger Drizzt Do'urden. Like his famous pupil, Montolio was a master at wielding two blades simultaneously. STATISTICS: +1 bonus to AC +1 bonus to all saving throws +2 THAC0 with off hand Usuable By: Rangers NPARM - Jansen AdventureWear Jansen-Brand Metal-Repellant AdventureWear - (patent pending) This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base armor class, but it does grant a +25% resistance to all physical damage and an additional +5 bonus to Jan's armor class against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish. STATISTICS Equipped Abiltiies: 25% resistance to physical damage AC: +5 bonus to missile attacks Usable By: Jan Jansen Note: Dryclean only NPCLCK - Cloak of the High Forest When younger, Cernd spent a cycle of seasons meditating on his role within nature. He made no shelter, wanting to feel the land unhindered. Nature may have appreciated the intent, she also knows that, for all their dedication, at times her children can be foolish. Cernd found this cloak before the cold season set in, seemingly woven to fit him from the very undergrowth. The message was clear: he can appreciate the rain while still seeking shelter from it. Only Cernd may use this cloak. STATISTICS: Armor Class: +1 bonus Saving Throw: +1 bonus Weight: 3 ------------------------------------------------------------------------------- COMPONENTS FOR CESPENAR (Throne of Bhaal ONLY): ------------------------------------------------------------------------------- COMPON01 - Liquid Mercury Most smiths would be fascinated by the liquid metal in this vial. At the very least, a skilled craftsman could use the shimmering quicksilver to augment an existing weapon. COMPON02 - Eye of Tyr A gift from the God of Justice, this pommel gem gleams with a holy fire. If the burning stone were to be set into the hilt of a weapon of virtue the result would be a blade capable of carving a righteous swath through all the evils that plague the Realms. COMPON03 - Fflar's Scabbard This scabbard is the companion to Fflar's enchanted blade Foebane, and like the sword was rumored to have been lost when Myth Drannor fell. COMPON04 - Baalor's Claw This demon's hand pulses with evil power. Though harmless enough in its present state, there are rumors that the magic of a demon's claw can be unleashed by combining the appendage with another powerful item of evil. COMPON05 - Roranach's Horn This helm is carved from the horn of a great ram. Etchings on the horn suggest the beast was once worshipped by ancient barbarian tribes. STATISTICS: +50% resistance to blunt weapons Not Usable By: Monk Mage Thief Bard Kensai COMPON06 - Skull of the Lich The malevolent empty eye sockets staring back at you fill you with an uneasy dread. Combining this conduit of necromancy with an item of similarly evil essence could have interesting results. COMPON07 - Hindo's Hand The fact that someone bothered to preserve the mummified appendage of the mighty Kara-Tur warrior is a testament to his legendary might. COMPON08 - Starfall Ore This strange material comes from the core of a meteorite which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties. COMPON09 - Rune of Clangeddin The dwarven clan of Clangeddin were reknowned for their enchanted forges, and the magical darksteel hammers which came from them. There is a powerful aura of magic on this rune etched stone, though by itself the stone has no obvious use. COMPON10 - Bowstring of Gond Gond Wonderbringer, the God of invention and innovation, created this enchanted bowstring to improve the accuracy of even the most powerful of magical bows. COMPON11 - Montolio's Clasp This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of the famous drow ranger Drizzt Do'urden. It hums with powerful enchantments locked within. COMPON12 - Horn (left) Despite a strong dweomer of magic, this ornate animal horn has no apparent use. COMPON13 - Horn (right) COMPON14 - Nymph's Tear Legend holds that Nymphs who die of a broken heart shed crystal tears. This rare gem is as hauntingly beautiful as its name, and lends creedence to the folklore by evoking sorrow and longing in all who view its solitary perfection. COMPON15 - Heart of the Damned The Heart of the Damned is an ancient dried human heart. It takes its name from the legend of the man that it came from. Legend has it that during a war, the cause of which has long been forgotten, a keep was beseiged. The Lord of the keep knew that his walls would soon be overrun and, rather than have his people enslaved, he slew them all. When the besiegers next attacked, they found the Lord standing amongst the slain. The Lord was burned at the stake and the legends say that his heart would not burn. The Heart is an artifact of significant malevolent power and may be of some use. COMPON16 - Montolio's Cloak The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden undoubtedly possesses powerful abilities. However, since this cloak is missing the enchanted clasp which keeps it in place it is virtually useless. COMPON17 - Circlet of Netheril This thin circlet of gold appears too simple and plain to be a crown. Although unadorned with gems, there are arcane and cryptic symbols etched along the surface - hinting at hidden power within the golden circlet. COMPON18 - White Dragon Scales There are a large number of frost covered scales salvaged from an ice wyrm. Legend has it they can be magically forged into powerful armor. COMPON19 - Blue Dragon Scales The scales salvaged from the blue dragon crackle with static energy when touched. Legend has it they can be magically forged into powerful armor. TOME01 - Golem Manual This amazing tome contains theoretical musings on the construction and control of golems. It also explains how to use the manual to temporarily conjure a servant of assembled flesh which will obey the creator without question. One must have a minimum Intelligence of 16 to understand the contents. STATISTICS: Summon a Flesh Golem for 10 rounds once/day Usable By: Mages Bards TOME02 - Clay Golem Manual The restored page explains how to use the manual to temporarily conjure a servant of molded clay which will obey the creator without question. The user needs a minimum Intelligence of 16 to understand the contents. STATISTICS: Summon a Clay Golem for 10 rounds once/day Usable By: Mages Bards TOME02A - Clay Golem Page TOME03 - Stone Golem Manual As clay is stronger than flesh, so is stone stronger than clay. The new pages added to the manual have enhanced its magical properties significantly. The user needs an Intelligence of 16 or better to understand the contents. STATISTICS: Summon a Stone Golem for 10 rounds once/day Usable By: Mages Bards TOME03A - Stone Golem Page TOME04 - Juggernaut Golem Manual With the final page of the manual restored, the full scope of the enchantments within the Manual of Golems can be unleashed. The user must have a minimum Intelligence of 16 to understand the contents of the tome. STATISTICS: Cast Juggernaut once/day (see below) This spell causes an Iron Golem to appear at the caster's side for 10 rounds. The golem serves two purposes: First, it will attack any enemies it can see. Second, the golem acts as a magical shield for the wizard, absorbing all melee damage inflicted on the caster for up to 5 blows. If the caster is struck 5 times the golem is dispelled. Juggernaut Golem: AC: -2, hit only by +2 or better weapons. HP: 99 THAC0: -1, fists act as +2 weapons. Damage: 8D8, +2D6 and stunned if target fails save vs spell Usable By: Mages Bards TOME04A - Juggernaut Golem Page ------------------------------------------------------------------------------- CROSSBOWS: ------------------------------------------------------------------------------- XBOW01 - Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) Weight: 14 Speed Factor: 10 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW02 - Heavy Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This crossbow is magical. STATISTICS: THACO: +1 bonus Damage: +3 (missile) Weight: 12 Speed Factor: 9 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW03 - Heavy Crossbow of Accuracy Heavy Crossbow of Accuracy: 'The Guide' A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: THACO: +5 bonus Damage: +2 (missile) Weight: 10 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW04 - Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). Light crossbows not only weigh less than their heavy counterparts, they fire faster as well. STATISTICS: Weight: 7 Speed Factor: 5 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW05 - Light Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This light crossbow has been enchanted. STATISTICS: THAC0: +1 bonus Damage: +1 (missile) Weight: 6 Speed Factor: 4 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW06 - Light Crossbow of Speed Light Crossbow of Speed: 'The Army Scythe' A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of Hobgoblins, these unfortunate souls have joined the ancients in their anonymity. STATISTICS: THACO: +1 bonus Damage: +1 (missile) Special: 1 extra attack per round Weight: 5 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW07 - Heavy Crossbow +2 A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the plane of air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal. STATISTICS: THACO: +2 bonus Damage: +4 (missile) Weight: 11 Speed Factor: 8 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW08 - Giant Hair Crossbow +3 Though hard to verify, it is claimed that the bowstring of this crossbow is made from the hair of a frost giant. Whatever the truth, the weapon is incredibly hard to draw, although its accuracy and subsequent damage are well worth the strain required (strength of 15 or greater). STATISTICS: THAC0: +3 bonus Damage: +5 (missile) Weight: 11 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 15 Strength Not Usable By: Druid Cleric Mage Thief XBOW09 - Light Crossbow +2 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil. STATISTICS: THAC0: +2 bonus Damage: +2 (missile) Weight: 5 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW10 - Necaradan's Crossbow +3 Bower Necaradan crafted this masterpiece almost thirty years ago, lacing strong enchantments within both the wood and the string. It is said he only fired it once, just to see if it performed as true as he had hoped. He was reportedly not disappointed, but a local nobleman sought the bow soon after, and it eventually fell into the hands of bandits. STATISTICS: THAC0: +3 bonus Damage: +3 (missile) Weight: 5 Speed Factor: 2 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW12 - Flasher Launcher This is Jan Jansen's crossbow, and such is its complexity that only he can use it. Likewise, only he can make the special ammunition it is capable of firing. Substantial tinkering on this launcher has made it especially accurate. STATISTICS: THAC0: +1 bonus Weight: 10 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Usable By: Jan Jansen XBOW13 - Crossbow of Affliction +4 A devastating weapon, this crossbow unfortunately draws its power directly from the wielder. Some bowmen have used it regardless, and many to great effect, but the drawbacks must be carefully considered. Its most famous owner, Guil de Lyons, made good use of it fighting bandits in remote areas of Faerun, but he ultimately fell when he lacked the strength to defend against a rare assailant that got within striking distance. STATISTICS: Equipped Penalties: -2 Strength penalty THAC0: +4 bonus Damage: +4 (missile) Weight: 9 Speed Factor: 6 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage Thief XBOW14 - Heavy Crossbow of Searing +1 A marvel of engineering, this crossbow covers bolts in oil and sets them alight when fired. It is enchanted as well, likely to keep the mechanism working smoothly. It bears the hallmarks of the inventor's god, Gond. STATISTICS: THAC0: +1 bonus Damage: +3 (missile), +2 fire damage Weight: 10 Speed Factor: 9 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW15 - Firetooth +4 (Throne of Bhaal) One of the most powerful crossbows in the realms, Firetooth has no need for ammunition as it automatically launches magical arrows of fire. STATISTICS: Automatically shoots +2 Fire Arrows THAC0: +6 bonus (+4 crossbow, +2 Fire Arrow) Damage: 1D8+4, +2 Fire damage Weight: 5 Speed Factor: 1 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage XBOW16 - Firetooth +5 (Throne of Bhaal) The magical bowstring of Gond makes even the Firetooth Crossbow's enchanted missiles more accurate and more powerful. Firetooth will only fire these enchanted missiles, so there is no need for ammunition. STATISTICS: Automatically shoots +2 Fire Bolts THAC0: +7 bonus (+5 crossbow, +2 Fire Bolts) Damage: 1D8+5, +2 Fire damage Weight: 5 Speed Factor: 1 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage XBOW17 - Heavy Crossbow +3 (Throne of Bhaal) A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the plane of air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal. STATISTICS: THACO: +3 bonus Damage: +5 (missile) Weight: 10 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW18 - Light Crossbow +3 (Throne of Bhaal) A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil. STATISTICS: THAC0: +3 bonus Damage: +3 (missile) Weight: 4 Speed Factor: 2 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage ------------------------------------------------------------------------------- DAGGERS: ------------------------------------------------------------------------------- DAGG01 - Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires:3 Strength Not Usable By: Cleric DAGG02 - Dagger +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: THACO: +1 bonus Damage: 1D4 + 1 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG03 - Dagger +2 Dagger +2: 'Heart of the Golem' There are no records of this weapon's creator; nevertheless, its existence can be traced back among thieves and murderers to before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history. STATISTICS: Damage: 1D4 + 2 THACO: +2 bonus Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG04 - Dagger +2, Longtooth Dagger +2, longtooth: 'Grave Binder' Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after. STATISTICS: Damage: 1D6 +2 THACO: +2 bonus Damage type: Piercing Weight: 2 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG05 - Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1D4 Damage type: missle (piercing) Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG06 - Nester's Dagger DAGG07 - Kylee's Dagger DAGG08 - Hentold's Dagger DAGG09 - Silver dagger - Werebane This dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven ranger who wished to rid her homeland of its were-jackal problem, forged the dagger. She was killed by a tribe of orcs in the Greypeak Mountains as she tracked the jackalwere leader. STATISTICS: Damage: 1D4+2 (+2 vs. Lycanthropes) Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Cleric DAGG10 - Soultaker Dagger This dagger weighs heavily in your hand, and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know. Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Small Sword Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG11 - Boomerang Dagger +2 Fullen Woolspinner, an ambitious halfling from a well to do family, left his home to spend several years adventuring. During his travels he ended up staying with a family of dwarven weaponsmiths. Much impressed by their throwing axes, which always returned to the hands of their wielder, Fullen sought to make a dagger that could do the same. With the help of his dwarven friends he succeeded, creating several of the famous Fullen Boomerang daggers. STATISTICS: Combat Abilities: dagger returns to the thrower THACO: +2 bonus Damage: 2D4 + 2 Damage type: missile (piercing) Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG12 - Dagger of Throwing +3 Firetooth This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings." STATISTICS: Combat Abilities: dagger returns to the thrower THACO: +3 bonus, 1D2 fire damage Damage: 2D4 + 3 Damage type: missile (piercing) Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG13 - Pixie Prick +3 The Pixie Prick almost appears to be a toy, so fine and delicate is the workmanship of the blade and handle. Yet when wielded and the command word 'Sleep' is intoned, the tiny dagger glows with a blue nimbus. Upon striking an opponent the Pixie Prick releases a surge of powerful magic, potentially inducing a deep slumber. Legends say that the ancient sprite knight, Alfonso de Noble wielded the Pixie Prick, not as a dagger but as a two handed sword. STATISTICS: Combat Ability: Target must make a saving throw vs. poison or fall asleep for two rounds THACO: +3 bonus Damage: 1D4 + 3 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG14 - Dagger +4: 'BoneBlade' This seemingly simple dagger, steel blade and bone handle, is an incredibly powerful weapon. Forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. How it has made its way to you is anyone's guess. STATISTICS: THACO: +4 bonus Damage: 1D4 + 4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG15 - Dagger +2 The typical dagger has a pointed, double-edged blade, as opposed to a knife which has a single edge and is a bit shorter. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage it causes. Also, since it is magical, is it capable of striking opponents that are immune to normal weapons, such as vampires, elementals and mummies. STATISTICS: THAC0: +2 bonus Damage: 1D4 +2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Require: 3 Strength Not Usable By: Cleric DAGG16 - Poisoned Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced perfectly. A thin coating of poison has been applied to each poisoned throwing dagger, making it a lethal tool in the hands of trained assassins. STATISTICS: Damage: 1D4 Poison Damage: 2 hit points of damage per second Poison Duration: 10 seconds Damage type: missile (piercing) Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG17 - Stiletto of Demarchess +2 Most who take up the trade of murder for hire do so for reasons other than personal pleasure, but not so the Lady Demarche. She took special pleasure in the torture of her targets...which is why she made this dagger. With but one touch of its polished blade an opponent was rendered immobile, incapable of so much as screaming, yet the victim could watch and feel all that happened to them. While her opponent was thus held, the Lady would slowly bleed them, sometimes taking several hours before allowing her subject to succumb to the final agony of death. The Lady finally fell victim to her own evil; disarmed by a rival and struck by her own Stiletto her fate was soon sealed. STATISTICS Combat Abilities: Hold Person: a 20% chance each hit that the victim must save vs. death or be held for two rounds THAC0: +2 bonus Damage: 1D4 +2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG18 - Shadow Thief Dagger This dagger is used by Shadow Thieves. STATISTICS: Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG19 - Dagger of This dagger was created for by apprentices. STATISTICS: THAC0: +1 bonus Damage: 1D4 +1 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG20 - Dagger +4, Life-Stealer This dagger weighs heavily in your hand, and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know. Damage: 1D4 +4 THACO: +4 bonus Effect: 15% Chance of Level Drain Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG21 - Dagger of the Star +4 (Throne of Bhaal) Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is a favorite among thieves and assassins as it will sometimes magically hide its user from the victim's sight. STATISTICS: Combat Abilities: 5% chance of making the user go invisible for 60 seconds after each successful attack. THACO: +4 bonus Damage: 1D4 + 4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG22 - Dagger of the Star +5 (Throne of Bhaal) With the Star Sapphires encrusting its hilt, this small blade is one of the most dangerous weapons in the Realms. STATISTICS: Combat Abilities: 15% chance of making the user go invisible for 60 seconds after each successful attack. Star Bolt - each successful hit has a 5% chance of causing an extra 1D8 fire and 1D8 electrical damage. THACO: +5 bonus Damage: 1D4 + 5 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG23 - Ixil's Spike (Throne of Bhaal) This "dagger" is actually the tip of Ixil's Nail - an artifact of almost unimaginable power. Even this small piece of the legendary spear is a fierce weapon. STATISTICS: Damage: 1D4 + 2 THACO: +2 bonus Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG24 - Dagger +3 (Throne of Bhaal) The typical dagger has a pointed, double-edged blade, as opposed to a knife which has a single edge and is a bit shorter. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage it causes. Also, since it is magical, is it capable of striking opponents that are immune to normal weapons, such as vampires, elementals and mummies. STATISTICS: THAC0: +3 bonus Damage: 1D4 +3 Damage type: piercing Weight: 0 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Require: 3 Strength Not Usable By: Cleric NEBDAG - Neb's Nasty Cutter This is a vicious weapon used by Neb, covered with old blood and coated in a poison that is both quick-acting and extremely deadly. Only the truly evil would dare to use this item on their own Once the poison is used up, however, Neb's Cutter will act as a normal enchanted dagger. STATISTICS: Combat Ability: Target must make a saving throw vs. poison or suffer 2 points of damage per second for 10 seconds. THACO: +2 bonus Damage: 1D4 + 2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Non-evil alignments MISC75 - Dagger of Venom The dagger of venom is a potent blade favored by assassins all across the Realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Everytime it hits an opponent it secretes a venom into the blood stream of the creature. The venom works quickly and efficiently. STATISTICS: Damage: 1D4 + 2 THACO: +2 bonus Poison Damage: 6 points per round Up to a total of 15 damage Weight: 2 Speed Factor: 0 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Cleric ------------------------------------------------------------------------------- DARTS: ------------------------------------------------------------------------------- DART01 - Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1D3 Damage type: missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART02 - Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages. STATISTICS: THACO: +1 bonus Damage: 1D3 +1 Damage type: missile (piercing) Weight: 0 Speed Factor: 1 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART03 - Dart of Stunning The Dart of Stunning looks like any other dart other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Combat Abilities: Target must save vs. spell or be stunned for 7 rounds Damage: 1D3 Damage type: missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART04 - Dart of Wounding This dart is coated in a deadly poison that will immediately seep into the bloodstream if striking an opponent, with very deadly results. STATISTICS: Poison: 20 damage in 20 seconds (save vs. death for none) Damage: 1D3 Damage type: missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART05 - Asp's Nest While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield. STATISTICS: Combat Ability: Poison 1 hit point damage to target every 3 seconds until 40 hit points damage is inflicted or a cure poison is cast THAC0: +1 bonus Damage: 1D3 +1 Damage type: missile (piercing) Weight: 0 Speed Factor: 1 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART06 - Giant Rock DART08 - Crimson Dart +3 (Throne of Bhaal) The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again. STATISTICS: Dart returns instantly to user's hand after being thrown. THAC0: +3 bonus Damage: 1D3 +3 Damage type: missile (piercing) Weight: 0 Speed Factor: 0 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric STARDART - Darts +5 This magical dart was created using the Cloak of Stars. The darts will only last for twenty four hours. ------------------------------------------------------------------------------- DROW ITEMS: ------------------------------------------------------------------------------- DWBLUN01 - Drow Flail +3 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D6 +4 Damage type: crushing Weight: 15 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief DWBOLT01 - Drow Bolt of Sleep This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. A target hit by this bolt must making a saving throw vs. poison or fall asleep for four rounds. The drow often use these bolts when capturing slaves. STATISTICS: Combat Ability: target must save vs. poison or sleep for four rounds Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow DWBOLT02 - Drow Bolt of Stunning This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. A target hit by this bolt must making a saving throw vs. death or be stunned for four rounds. STATISTICS: Combat Ability: target must save vs. death or be stunned for four rounds Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow DWBOLT03 - Drow Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow DWCHAN01 - Drow Elven Chain +3 The delicate yet sturdy craftsmanship of the Elven races allows them to design many beautiful yet utilitarian goods. Among these is Elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by thieves and fighter/mages with few restrictions. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. This magical drow chain mail gives the wearer a bonus of 5% to magic resistance and takes 1 off of the speed factor of all spells cast by the wearer of the armor. STATISTICS: Abilities: +5 Magic Resistance -1 to casting time of all spells Armor Class: 2 Weight: 12 Requires: 5 Strength Not Usable By: Druid Mage Kensai DWCHAN02 - Drow Adamantine Chain +5 The sturdy craftsmanship of the Drow allows them to design many beautiful yet utilitarian goods. Among these is Drow chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by thieves and fighter/mages with few restrictions. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Armor Class: 0 Weight: 12 Requires: 5 Strength Not Usable By: Mages Druid Kensai DWCLCK01 - Drow Piwafwi Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. Talented drow weavers have woven strands of adamantine into the cloak, thus rendering it useless if exposed to the light -- the effect of which will turn the cloak to dust. STATISTICS Hide in Shadows : + 75% Move Silent : + 75% Saving Throw vs. Breath: +6 DWDUST - Adamantine Dust This is a pile of Adamantine dust, most likely the end result of exposing a Drow item to the light of day. DWHALB01 - Drow Halberd +3 By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D10 +3 Damage type: piercing Weight: 15 Speed Factor: 6 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief DWPLAT01 - Drow Full Plate +5 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This drow armor will dissolve to dust if removed from the Underdark. STATISTICS: Armor Class: -4 Weight: 70 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief DWSHLD01 - Drow Shield +3 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Armor Class Bonus: 4 Weight: 7 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief DWSPER01 - Drow Lance +3 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. This drow lance is a superior version of the traditional spear, often used by drow foot soldiers. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: piercing Weight: 5 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief DWSW1H01 - Drow Scimitar +3 The long, curved, single edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS Damage: 1D8 +4 THAC0: +3 Damage type: slashing Weight: 3 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief DWSW1H02 - Drow Longsword +3 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage DWXBOW01 - Drow Crossbow of Speed A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THACO: +3 bonus Damage: +3 (missile) Special: 1 extra attack per round Weight: 5 Speed Factor: 1 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- FAMILIARS: ------------------------------------------------------------------------------- FAMCAT - A familiar, cat This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks. Abilities: Armor Class: 0 Hit Points: 24 Magic Resistance: 50% Special abilities: Has 99% in move silently and hide in shadows. FAMCAT25 - Upgraded Cat (Throne of Bhaal) This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks. Abilities: Armor Class: -4 Hit Points: 48 Magic Resistance: 65% Special abilities: Has 99% in move silently and hide in shadows, 60% in finding and removing traps, 60% in detecting illusions & invisibility FAMDUST - A familiar, dust mephit This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast the spell 'glitterdust' twice per day to assist its master. Abilities: Armor Class: 6 Hit Points: 24 Magic Resistance: 10% Special abilities: Can cast 'Glassdust' 2 times/day. Glitter dust 1 time/day. FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal) This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast spells to assist its master. Abilities: Armor Class: 3 Hit Points: 48 Magic Resistance: 25% Special abilities: Can cast 'Prismatic Spray' 1/day, can cast 'Stoneskins' 1/day, immune to fire, 60% damage resistance (except vs. crushing) FAMFAIR - A familiar, fairy dragon This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own. Abilities: Armor Class: 4 Hit Points: 24 Magic Resistance: 32% Special abilities: Can cast Mirror Image and Invisibility 10' radius each 1/day. FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal) This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own. Abilities: Armor Class: 0 Hit Points: 48 Magic Resistance: 45% Special abilities: Can cast Mirror Image, Invisibility 10' radius and Improved Invisibility each 1/day. FAMFER - A familiar, ferret This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magical made resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket. Abilities: Armor Class: 0 Hit Points: 24 Magic Resistance: 50% Special abilities: Has 75% pick pockets ability. Has a 40% stealth ability. He has detect traps 20%. FAMFER25 - Upgraded ferret (Throne of Bhaal) This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magical made resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket. Abilities: Armor Class: -4 Hit Points: 48 Magic Resistance: 65% Special abilities: Has 95% pick pockets ability. Has a 60% stealth ability. He has find traps 60%. FAMIMP - A familiar, imp This is your familiar, an imp, currently grumpy yet safe within your backpack. The imp is an unusual creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. Abilities: Armor Class: 2 Hit Points: 18 Magic Resistance: 25% Special abilities: Can cast the Polymorph spell. FAMIMP25 - Upgraded imp (Throne of Bhaal) This is your familiar, an imp, currently grumpy yet safe within your backpack. The imp is an unusual creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. Abilities: Armor Class: -2 Hit Points: 48 Magic Resistance: 35% Special abilities: Can cast 'Polymorph Self' once per day, attack does 1d6 damage with poison (save vs. death or die), regenerates 1 HP per second FAMPSD - A familiar, pseudodragon This is your familiar, a pseudo-dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick... it does not do much damage in combat, but its magical claws are able to render some enemies unconscious. It is also quite resistant to magical spells. It can also cast blur. Abilities: Armor Class: -2 Hit Points: 24 Magic Resistance: 50% Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage. Save or be rendered unconscious for 120 seconds. It can also cast blur. FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal) This is your familiar, a pseudo-dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick. Abilities: Armor Class: 0 Hit Points: 48 Magic Resistance: 35% Special abilities: 2 attacks per round at THACO 8 for 1d6 damage. Save vs. death or be rendered unconscious for 120 seconds. It can also cast 'Blur' and 'Ghost Armor' once per day and 'Detect Illusions' twice per day. FAMQUAS - A familiar, quasit This is your familiar, a quasit, currently grumpy yet safe within your backpack. The quasit is a small, infernal creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. Abilities: Armor Class: 2 Hit Points: 24 Magic Resistance: 25% Special abilities: Can cast Horror FAMQUA25 - Upgraded quasit (Throne of Bhaal) This is your familiar, a quasit, currently grumpy yet safe within your backpack. The quasit is a small, infernal creature that is fairly quick and quite resistant to magical spells. Abilities: Armor Class: -2 Hit Points: 48 Magic Resistance: 35% Special abilities: Can cast 'Horror' once per day; immune to fire, cold and electrical attacks; regenerates 1 HP per second; 3 attacks per round, 1d6 dmg plus save vs. Death or -1 Dexterity for 6 rounds. FAMRAB - A familiar, rabbit This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat... and has been augumented by magic to become quite resistant to physical harm as well as spells. The rabbit also has a keen nose for sniffing out traps on behalf of its master. Abilities: Armor Class: -4 Hit Points: 16 Resistance to fire, cold, electricity: 75% Special abilities: Has a 50% Detect Traps ability. 30% stealth ability. FAMRAB25 - Upgraded rabbit (Throne of Bhaal) This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat The rabbit also has a keen nose for sniffing out traps on behalf of its master. Abilities: Armor Class: 1 Hit Points: 48 Magic Resistance: 65% Special abilities: Has a 85% Detect Traps ability. 60% stealth ability. 50% detect illusions ability. The rabbit moves as if under a constant 'Haste' spell. ------------------------------------------------------------------------------- HALBERDS: ------------------------------------------------------------------------------- HALB01 - Halberd By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1D10 Damage type: piercing Weight: 15 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB02 - Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: THACO: +1 bonus Damage: 1D10 + 1 Damage type: piercing Weight: 14 Speed Factor: 8 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB03 - Halberd +2 Halberd +2: 'Suryris' Blade' Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat, and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryis knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen. STATISTICS: Damage: 1D10 + 2 THACO: +2 bonus Damage type: piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB04 - Halberd +3: Dragon's Bane This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerun." Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it. The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle. This weapon did not end up in the beast's hoard however, as the creature returned to its lair to recuperate and when it emerged the field of combat was well scavenged. STATISTICS: THAC0: +3 bonus Damage: 1D10 +3, +6 vs. dragons Damage type: piercing Weight: 12 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB05 - Halberd +4 Dragon's Breath Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself. STATISTICS: Combat Abilities: + 1 point of cold damage + 1 point of fire damage + 1 point of electrical damage + 1 point of acid damage + 1 point of poison damage THAC0: +4 bonus Damage: 1D10 Damage type: piercing Weight: 12 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB06 - Halberd +4 Blackmist This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerun. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within ten feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he. STATISTICS: Special Abilities: Blindness: Three times a day save vs. spells Area: 10 foot radius THACO: +4 bonus Damage: 1D10 + 4 Damage type: piercing Weight: 10 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB07 - Halberd +2 Consisting of a cleaver-like axe blade mounted on a staff averaging six feet in length, the halberd is the oldest and most often used pole-arm. It is best described as a cross between a spear and an axe. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes. STATISTICS: THAC0: +2 bonus Damage: 1D10 +2 Damage type: piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB08 - Halberd +2, Duskblade Though once a simple halberd, this weapon spent many hundreds of years in a tomb next to the soul phylactery of a powerful lich. The creature was eventually erased from existence, purportedly by another of its kind, but such close proximity to that concentrated evil has imbued this blade with the very essence of night and the chill of darkness, energy that becomes deadly in combat. It is a foul weapon, and a warrior should use it with caution. STATISTICS: THAC0: +2 bonus Damage: 1D10 +2, +2 points of cold damage Damage type: piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB09 - Wave Halberd +4 Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of vengeance was designed to aid the cult's champion in retrieving a holy artifact from the fire giants of the Storm Horn Mountains. That was a lot of hope to place in one champion, and unfortunately the Wave had been lost ever since. STATISTICS: Combat Abilities: 15% chance of draining victim of water (+15 damage) Slays Fire Elementals, Efreet, Salamaders (no save) THAC0: +4 bonus Damage: 1D10+4 Damage type: piercing Weight: 12 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Monk Druid Cleric Mage Thief HALB09A & HALB09B - Wave Shaft & Blade This is a piece of the Wave, a powerful halberd created as a weapon of vengeance by a cult worshipping Umberlee. It apparently draws water out of its victims, and is able to slay creatures of fire almost instantly. Tales say the Wave was lost long ago to the fire giants of the Storm Horn Mountains, but was eventually found by the adventurer Arganon of the Long Reach. He either lost the weapon to a wager in the planar city of Sigil, or it rests with his bones when his ship was sunk during a great storm in the Sea of Swords. No one knows for sure. HALB10 - Ravager +4 (Throne of Bhaal) Taking the blood-soaked shaft of this weapon in hand brings a sudden chill along your spine. The origins of this gruesome halberd are unknown, though the very sight of it has been know to strike terror into the heart of an opponent. STATISTICS: Cast Cloak of Fear twice/day THAC0: +4 bonus Damage: 1D10+4 Damage type: piercing Weight: 12 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Monk Druid Cleric Mage Thief HALB11 - Ravager +6 (Throne of Bhaal) Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow - unless they can survive the sudden loss of their head. STATISTICS: Cast Cloak of Fear three times/day Combat Abilities: 3-18 bonus damage each hit unless target saves vs. poison 10% chance each hit of decapitating opponent (no save) THAC0: +6 bonus Damage: 1D10+6 Damage type: piercing Weight: 10 Speed Factor: 3 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Monk Druid Cleric Mage Thief HALB12 - Halberd +3 (Throne of Bhaal) Consisting of a cleaver-like axe blade mounted on a staff averaging six feet in length, the halberd is the oldest and most often used pole-arm. It is best described as a cross between a spear and an axe. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes. STATISTICS: THAC0: +3 bonus Damage: 1D10 +3 Damage type: piercing Weight: 11 Speed Factor: 6 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- HAMMERS: ------------------------------------------------------------------------------- HAMM01 - War Hammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.' STATISTICS: Damage: 1D4 + 1 Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM02 - War Hammer +1 Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: THACO: +1 bonus Damage: 1D4 + 2 Damage type: crushing Weight: 6 Speed Factor: 3 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM03 - War hammer +2 War Hammer +2: 'Ashideena' Lady Ashideena was a remarkable strategist who honed her skills against the orc armies in the Year of the Black Horde. She met Dergat Wiltoon -- the warrior that wielded this weapon -- when he foiled an ambush led by the great orc Varstok, and soon after made him her Field Captain. After serving at each other's side for the entirety of the war they fell in love and eventually married. Historians report that Dergat named his war hammer after his bride to remind himself of the love he fought to protect. What Lady Ashideena thought of this is unknown. STATISTICS: THACO: +2 bonus Damage: 1D4 +3, +1 electrical Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM04 - Warhammer +1,+4 vs giant humanoids The Knee-capper, or "The Capper", as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands. STATISTICS: THACO: +1 bonus, +4 vs. giants Damage: 1D4 + 2, +5 vs. giants Damage type: crushing Weight: 8 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief HAMM05 - War Hammer +2 War Hammer +2, +1 electrical: 'Borok's Fist' Borok Thundercracker was a dwarven hero that led several campaigns against giants and other "tall vermin" that had plagued his people in a number of their communities. This hammer was his blessed weapon, which his elven allies called his "little iron fist", though not to his face. STATISTICS: Combat Abilities: +1 electricity damage THAC0: +2 bonus Damage: 1D4 + 3 Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM06 - Dwarven Thrower +3 Dwarven Thrower, War Hammer +3, This hammer -- not to be confused with the elven made Dwarf Thrower -- is only usable by dwarves. In the capable hands of a dwarven warrior the hammer may be thrown at an opponent. The magic in the hammer draws it back to the hand of its wielder. If it hits an opponent it does double the normal damage that a hammer would normally do. Against giants and ogres the hammer does an additional +8 damage, due to the special hatred that dwarves hold against these races. STATISTICS: Combat Abilities: Returns to thrower THAC0: +3 bonus Damage: 2D4 + 3, + 8 damage to giants and ogres Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Non-dwarves Druid Mage Thief HAMM07 - Dwarven Warhammer of Thunderbolts +3 A dwarven smith, Silverblade, forged this hammer and two other items; a girdle of giant strength and gauntlets of ogre power. His intention was to gift them to his son, who was then a high officer in the dwarven armies, fighting the giant and ogre tribes of the area. Unfortunately Silverblade's son died just after the completion of the three items and before they could be gifted to him. In grief Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts he went to battle against the giant folk. He died valiantly. Alone, the Hammer of Thunderbolts is a powerful magical weapon but when merged with the gauntlets of ogre power and a girdle of giant strength the hammer is transformed. This transformation requires magical assistance. The Hammer of Thunderbolts is then capable of doing an additional +8 damage as well as instantly killing any giant or ogre that it strikes. STATISTICS: Thac0: +3 bonus Damage: 2D4 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Warhammer Type: 1-handed Requires: 18 Strength Not Usable By: Druid Mage Thief HAMM08 - War Hammer +2 Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel, and has a shaft about 18 inches long. Powerful magical energy flows through this weapon, though its origins are nondescript. STATISTICS: THACO: +2 bonus Damage: 1D4 +3 Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM09 - Crom Faeyr This is the true name that the dwarven weaponsmith, Silverblade, gave to the weapon he intended to create for his son. Alas, his son died before the weapon was ever completed, but here it stands complete... forged from the combined magic of the original hammer with the Gauntlets of Ogre Power and a Girdle of Frost Giant Strength. Crom Faeyr gifts its users with all the powers of the original Hammer of Thunderbolts, in addition to enormous strength and the ability to kill golems, ettins and trolls in one blow. STATISTICS: Special Abilities: grants 25 Strength kills Stone Golems, Clay Golems, Ettins and Trolls Thac0: +5 bonus Damage: 2D4 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Not Usable By: Druid Mage Thief HAMM10 - Runehammer +4 (Throne of Bhaal) This darksteel hammer has a rune of power inscribed upon its head, and has many of the powers of a Mace of Disruption. STATISTICS: Equipped Abilities: Negative Plane Protection Combat Abilities:4-16 +8 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Thac0: +4 bonus Damage: 2D4 + 4 Damage type: crushing Weight: 3 Speed Factor: 0 Proficiency Type: Warhammer Type: 1-handed Requires: 16 Strength Not Usable By: Druid Mage Thief HAMM11 - Runehammer +5 (Throne of Bhaal) The Rune of Clangeddin is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon. STATISTICS: Equipped Abilities: Negative Plane Protection Immunity to Fear Fire Giant Strength once/day Mass Cure once/day Combat Abilities: 4-16 +10 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Thac0: +5 bonus Damage: 2D4 + 5 Damage type: crushing Weight: 2 Speed Factor: 0 Proficiency Type: Warhammer Type: 1-handed Requires: 16 Strength Not Usable By: Druid Mage Thief HAMM12 - War Hammer +3 (Throne of Bhaal) Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel, and has a shaft about 18 inches long. Powerful magical energy flows through this weapon, though its origins are nondescript. STATISTICS: THACO: +3 bonus Damage: 1D4 +4 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief ------------------------------------------------------------------------------- HELMS: ------------------------------------------------------------------------------- HELM01 - Helmet This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM02 - Helm of Opposite Alignment The cursed Helm of Alignment Change is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent Solar, the multiverse, as we know it, will surely meet an abrupt and painful end. STATISTICS: Armor Class Bonus: none Special: Alignment will become opposite Protects against critical hits Can only be removed by a 'remove curse' spell Weight: 2 HELM03 - Helm of Glory Helm of glory: 'Helm of the Noble' Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. STATISTICS: Armor Class: +1 bonus Charisma: +1 bonus Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM04 - Helm of Defense Helm of defense: 'Gift of Peace' Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered. STATISTICS: Armor Class Bonus: none Saving Throws: +1 bonus Electrical resistance: +20% Cold resistance: +20% Fire resistance: +20% Special: Protects Against Critical Hits Weight: 3 Not Usable By: Mage Bard Thief HELM05 - Helm of Infravision Helm of infravision: 'The eyes of Truth' Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attribute her gathered wealth solely to its power, though likely it was as much her keen eyes as anything. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Grants wearer infravision up to 120 ft Weight: 3 Not Usable By: Mage Bard Thief HELM06 - Helm of Charm Protection As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Wearer is immune to charm Weight: 4 Not Usable By: Mage Bard Thief HELM07 - Helm of Balduran The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined. STATISTICS: Armor Class Bonus: 1 Hit Point Max: +5 Saving Throws: +1 bonus THACO: +1 bonus Special: Protects Against Critical Hits Weight: 1 Not Usable By: Mage Bard Thief HELM08 through HELM13, HELM15 - Helmet HELM14 - Kiel's Helmet This is the helmet worn by Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Special: Protects Against all forms of panic and boosts moral Weight: 2 Not Usable By: Mage Bard Thief HELM16 - Helm of Brilliance This helm is made of polished steel and set with diamonds, rubies and fire opals. The gems glow with an internal light, the source of which can only be magical. The helm makes the wearer resistant to fire as well as giving the wearer some spell abilities. These include fireball, prismatic spray and the sunray. STATISTICS: Equipped Abilities: Protects Against Critical Hits Fire Resistance Special Abilities (once per day): Ability 1 : Effect: Fireball Damage: 6D6 (save vs. wands for half) Range: 90 ft Area: 30 ft radius Ability 2 : Effect: Prismatic Spray Effects vary as per 7th Level Wizard spell Ability 3 : Effect: Sunray Damage: 3D6 (save vs. spells or be blinded for 10 rounds) Undead: an additional 1d6 points of damage per level of caster (save vs. spells or be destroyed) Range: 20 ft Area: 20 ft radius Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM17 - Skull of Death The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the bones of his own parents. His highest ranked general would wear it when he rode into battle, using it to instantly slay the commanders of the opposing army. After that the skeletal armies of N'Ashtar would overrun their demoralized enemies. When N'Ashtar finally fell the Skull of Death was supposedly destroyed. STATISTICS: Abilities: Effect: Death Spell Damage: Death Range: 10 yards Area: 30ft Cube Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM18 - Pearly White Ioun Stone Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer the ability to regenerate at a rate of 2 hit points per minute. Abilities: Regenerate 2 hit points every minute Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM19 - Dusty Rose Ioun Stone This Ioun stone glows with a dusty rose hue, hinting at calming images and sensations. While pleasing, it does not appear to enhance the basic protection enchantment upon it. STATISTICS Armor Class Bonus: +1 Weight: 2 Not Usable By: Mage Bard Thief HELM20 - Pale Green Ioun Stone (bonus HP and THAC0) On his deathbed, aged hero Rigar TrueBlood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green Ioun stone now holds these essences, and grants the owner TrueBlood's health and skill. STATISTICS Equipped Abilities: +10 % bonus to hit points +1 bonus to THAC0 Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM21 - Dragon Helm The skillful hand of the warlock Wormsor carefully worked several dragon scales into this powerful helmet. Red, white and green scales overlap, protecting the wearer from normal blows as well as fire, cold and electricity. It is hard to determine whether the benefits originate within the scales or the spells of the mage. Abilities: Sets fire, cold and electrical resistance to 25% Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM22 - Amnish Helmnet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. This is the standard helm used by Amnish soldiers. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM23 - Golden Ioun Stone (Throne of Bhaal) Highly sought out by wizards and mages, this ioun stone raises the intelligence of those who possess it. STATISTICS: +1 to Intelligence when equipped HELM24 - Obsidian Ioun Stone (Throne of Bhaal) The tough obsidian stone imbues its owner with a similar hardiness. STATISTICS: +1 to Constitution when equipped HELM25 - Silver Ioun Stone (Throne of Bhaal) Perhaps the silver and gray in this stone hints at the knowledge that only comes with age and experience. STATISTICS: +1 to Wisdom when equipped HELM26 - Lavender Ioun Stone (Throne of Bhaal) The bright lavender hue of this stone dances and sparkles, as if the stone itself were alive. STATISTICS: +1 bonus to AC +4 to all saves vs death HELM27 - Bronze Ioun Stone (Throne of Bhaal) The powerful enchantments on this ioun stone make it a treasure eagerly sought after by wizards and mages. STATISTICS: Memorize a bonus 7th level spell when equipped. Usuable by: Mage Bard HELM28 - Circlet of Netheril (Throne of Bhaal) Combined with the Bronze Ioun Stone, the Circlet of Netheril is a great boon to any practitioner of the arcane arts. Of course, something so valuable is likely to attract unwanted attention from rival mages... STATISTICS: +10 to maximum Hit Points Memorize one additional 7th and 8th level spell Usable By: Mage HELM29 - Thieves' Hood (Throne of Bhaal) Although this hood does not confer any noticeable advantages on its wearer, it does have an aura of latent magic. Usable by: Thieves HELM30 - Thieves' Hood (Throne of Bhaal) There is no honor among thieves. Perhaps that is why the Thieves' Hood has been imbued with magical properties to protect the wearer from their own ilk. STATISTICS: Equipped Abilities: Immunity to backstab and poison Cast True Sight 3 times per day Usable by: Thieves HELM31 - Helm of the Rock (Throne of Bhaal) This helm grants a warrior immunities far beyond mere physical protections. It is obvious there once used to be a set of horns protruding from the metal cap, though the horns and any magic associated with them have long since disappeared. STATISTICS: +25% resistance to fire, cold, acid, poison and electricity Usable By: Fighter HELM32 - Helm of the Rock (Throne of Bhaal) With the addition of the horns, the Helm of the Rock is even more powerful. Generals and military leaders can command both fear and respect simply by wearing this helm. STATISTICS: +25% resistance to fire, cold, acid, poison and electricity - Cast Aura of Command 3 times per day (enemies save vs spell at -2 or flee in terror) Usable By: Fighter HELM33 - Gold Horned Helm (Throne of Bhaal) A typical golden helm used by Balthazar's Mercenaries. HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal) This Ioun Stone was said to be a gift given to the Shou-ling monk, Wong Fei Hung by the Kara Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the Ioun Stone upon him. The stone disappeared when Wong Fei died. STATISTICS: Armor Class: +1 Bonus Equipped Abilities: +15 to Max Hit Points Wearer Regenerates 1 hit point every 6 seconds Usable By: Monk Fighter Kensai NPMISC1 - Jansen Spectroscopes Jansen-Brand Micro-Macro Spectroscopes - (Official Spectroscopes of the Purple Brotherhood) Another one of Jan Jansen's inventions, these glasses allow Jan to detect invisibility once per day. They also give Jan an additional +25% to his detect and disarm traps abilities. Various lenses on the contraption increase Jan's ability to detect illusions by 20%. The style of the Spectroscopes is so obvious it hardly needs to be mentioned. STATISTICS Special Abilities: detect invisibility once per day Disarm Traps: +25% Detect Traps: +25% Detect Illusions: +20% ------------------------------------------------------------------------------- ICEWIND ITEMS (with the Preorder Bonus CD): ------------------------------------------------------------------------------- WAAXE - Hrothgar's Axe +3 This axe was wielded by an adventurer who lived within the town of Easthaven in Icewind Dale. He died about a century ago trying to rescue his town from the ancient demon Balhifet. STATISTICS: Equipped Abilities: +1 Charisma +1 Wisdom THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief WAFLAIL - Defender of Easthaven +2 This flail was created a century ago to commerate the defeat of the demon Balhifet. It was meant to always remain within the town of Easthaven to