Baldur's Gate 2: Shadows Of Amn Item Description FAQ By: "DTJAAAAMJS" E-Mail: DTJAAAAMJS@Yahoo.com Version: 23.0 Last Updated: 10/24/01 This FAQ will contain an alphabetical list of the descriptions of all of the items that I have found in the PC game Baldur's Gate 2: Shadows Of Amn, which is from Bioware. I will split it up into the following sections: -Amulets -Arrows -Bastard Swords -Battle Axes -Bolts -Boots -Bracers -Bullets -Chain Mail -Cloaks -Clubs -Composite Long Bows -Daggers -Flails -Full Plate Mail -Gauntlets -Gems -Girdles -Halberds -Heavy Crossbows -Helmets -Ioun Stones -Katanas -Keys -Large Shields -Leather Armor -Light Crossbows -Long Bows -Long Swords -Maces -Medium Shields -Miscellaneous -Morning Stars -Necklaces -Ninja-To -Plate Mail -Potions -Robes -Rods -Rings -Scimitars -Short Bows -Short Swords -Slings -Small Shields -Spears -Splint Mail -Staves -Studded Leather Armor -Throwing Axes -Throwing Daggers -Tomes -Two-Handed Swords -Wakizashis -Wands -War Hammers I hope that you think this FAQ is useful! !) Amulets ---------- 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% 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 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. Harper Amulet All of the Harpers that you have met in this area were wearing one of these amulets. Perhaps it somehow identifies one as being a Harper. Could there be a section of this building that can only be accessed by Harpers? Rusted Amulet This tarnished trinket is of little value. Inscribed on the back are the words: "My love, I implore you to keep this pendant near you forever, even unto death and beyond." Sensate Amulet Sensate Amulet This amulet originates in the city of Sigil where is was forged the by the Society of Sensation. It was given out to the most loyal sensates, to protect them when they traveled the Planes looking for new experiences. STATISTICS While Equipped: +5 bonus to hit points +2 bonus to charisma Permanent protection from evil Usable By: Cleric Arrows ---------- 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 Bastard Swords ---------- Bastard Sword +1, +3 vs. Shapeshifters Bastard sword +1, +3 vs. Shapeshifters: 'Kondar' At first glance, this sword appears much like any other. In the presence of any shapeshifting creature however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history. STATISTICS: THACO: +1 bonus Damage: 2D4 +1, +3 vs. Shapeshifters Damage type: slashing Weight: 8 Speed Factor: 7 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief Foebane +3 The Archmage Demron created this powerful blade for Captain Fflar of Myth Drannor. When the elven city fell, the sword was lost beneath the rubble of the once great metropolis. STATISTICS: THACO: +3 bonus Damage: 2D4 + 3, +6 damage vs. undead, shapeshifters, and all extra- planar beings (demons, planetars, etc.) Damage type: slashing Weight: 7 Speed Factor: 5 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief Foebane +5 Reunited with Fflar's Scabbard, Foebane is an even greater weapon than the legends claimed. STATISTICS: Special Abilities: +1 bonus to all saving throws when equipped Combat Abilities: Each successful hit casts Larloch's Minor Drain on the target (no save) THACO: +5 bonus Damage: 2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra- planar beings (demons, planetars, etc.) Damage type: slashing Weight: 5 Speed Factor: 3 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief Jhor The Bleeder +2 Jhor the Bleeder, Bastard Sword +2 This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at court throughout Faerun. Skilled in "persuasion", he would use this sword to perform the "Death Of A Thousand Cuts", an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and the victim slowly bleeds to death. The sword was stolen, and its whereabouts have been a mystery until now.: Combat Abilities: 2 extra hit points of damage every round, until 10 hit points of damage done THACO: +2 bonus Damage: 2D4 +2 Damage type: slashing Weight: 7 Speed Factor: 6 Proficiency Type: Bastard sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief Battle Axes ---------- Axe of Hrothgar +3 Axe of Hrothgar +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 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 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 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 THACO: +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 Bolts ---------- 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 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 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 Drow Bolt +1 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 Drow Bolt of Stunning 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 Boots ---------- 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 Boots of Elvenkind 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 Boots of Etherealness 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 mages 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 (oncer per day). This makes the wearer immune to normal weapons. Spells may still be cast, and weapons may still be used. 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 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 Shadow Bonus: +15% Weight: 4 Not usable by: Fighter Mage Cleric Druid 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 Bracers ---------- Bracers of Archery Bracers of Archery: 'The Dale's Protector' During a dangerous meeting with a rival ruler, the King of 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 Bracers of Defense AC 4 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 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 bearer from injuries, or improve chances to strike at an opponent. Exceptions do exist, though such items are rare at best. STATISTICS: Armor Class: 8 Weight: 2 Bullets ---------- Bullet +3 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 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 Chain Mail ---------- Aslyferund Elven Chain +5 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 Chain Mail Armor 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 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 specifically 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 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 Drow Elven Chain +3 Drow 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 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 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 this 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 Cloaks ---------- 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 Cloak of Elvenkind 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 Shadow: bonus 50% Cloak of Reflection 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 Cloak of the Sewers 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. 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: Cloak of the Stars 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 Drow Piwafwi Cloak This cloak belongs to Solaufein, the drow warrior. It increases the wearer's hide in shadows and move silently abilities. Talented drow weavers have woven strands of adamantine into this 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 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. 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. 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: Clubs ---------- 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 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 Composite Long Bows ---------- 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 Daggers ---------- Embarl's Dagger Embarl's Dagger will prove to Mae'Var that Embarl has been 'dealt with.' STATISTICS: Damage: 1D6 Damage type: Piercing Weight: 2 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Pixie Prick +3 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 Flails ---------- Drow Flail +3 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 toll 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 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 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 Flail of Ages 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 Flail of the Ages 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 Acid Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief 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 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 Full Plate Mail ---------- 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 Gauntlets ---------- 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: 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 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: Gloves of Healing 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 Gems ---------- Andar Gem Andar is hard and durable, yielding translucent gems ("Andars") that flash green-red or brown-red when properly faceted. Beljuril Normally a deep, pleasant seawater green, beljurils periodically blaze with a glittering, winking, flashing light. Although this particular stone has a slightly different hue, perhaps a new strain, rarely if ever seen before. It looks incredibly valuable. Black Opal Black Opal has a greenish hue with black mottling and gold flecks. Usually found in ancient hot springs, the gem is tumbled smooth and cut cabochon. The phrase in the north "Black as an opal" is used as a subtle form of praise for kind-hearted rogues and the like. Chrysoberyl Gem Chrysoberyl is a hard, transparent, green gem which is usually facet- cut. It is said that Chrysoberyl has ties to the outer planes and hence its use with battling demonic possession and the undead. Emerald An Emerald is a brilliant green beryl, cleaved along straight box like lines, with rectangular cutting in the finished gem. Emeralds are often connected with health, and so are used ornamentally for such a purpose. Fire Agate Gem Fire Agate is the name given to chalcedony which contains thin lines of iridescent goethite. When properly cut, the iridescence displays red, brown, gold, and green hues, and the finest specimens are partly translucent. Horn Coral Gem Horn Coral, which is also called night coral, is a deep black coral, similar to angel's skin save for its solid color. It is incredibly difficult to work with, and is used in jewelry as a polished twig or branch of material, or is cut cabochon. Iol Gem Iol is actually short for Iolite (cordierite), although a common nickname is "violet stone" even though its overall hue is usually blue. Iols are usually cut into faceted gems to best display the stone's color changes as it is viewed from different directions. Small, cut iols can be clear, but larger specimens usually contain silky inclusions of another substance such as hemitite crystals, which give the same rich golden flash of color in sunstones. Jasper Gem Jasper is an opaque quartz found in reds, browns, and blacks. Very rare specimens are blue or have bands of blue against the other colours. Jasper can be crushed and used in making potions and magical devices which protect against poison. King's Tears King's Tears are very rare and found only in the Realms where they are sometimes called frozen tears. Clear, teardrop-shaped, smooth surfaced, and totally unbreakable so far by any means. These stones are said to be the crystallized tears of long-dead necromancer kings. In each gem can be seen that which the weeping king loved long ago. Their true nature is unknown but suffice it to say that sages prize these gems above all others. Lynx Eye Gem Lynx Eye is a specific type of labradorite (a feldspar gemstone). Labradorite as a class of stones is pale to dark gray and has patches of colored reflections. This "flash" is most commonly blue but can be of all shades. "Green flash" labradorite is called lynx eye in the Realms. Moonbar Gem Moonbar is a pearly white, opaque gemstone, usually pale blue with green and gold mottling. Related in type to fire and black opal, but is only slightly more common. Pearl Pearls consist of layers of aragonite agonizingly formed around a bit of grit or other irritant inside oysters and other mollusks. The resulting pearl has a rich, deep luster. Most of the pearls in the realms are white, however there are varieties that are much more rare such as rainbow and black. Rogue Stone A small, shifting, rainbow coloured, irridecent gemstone. The fluid shades of colour appear almost liquid under normal sunlight, it is truly a beautiful sight to behold. Rogue stones are extremely rare and are used for the gemjump spell, hence one of the most sought after gems in the Realms. Shandon Gem Shandon is another name for natrolite in the Realms; its slender, colorless crystals yield tiny faceted gems used often in veils and robes in order to capture the beading effect of water glistening upon the material. Skydrop Gem Skydrop is the common name given to clear or lightly colored tektite material; fragments of glass of celestial (meteoric) origin, found in the vast shifting sands of Anauroch and other deserts. Sphene Gem Sphene is a soft, brittle gemstone (and, like scapra, easily worked by unskilled cutters) of various yellow to green shades, the most prized of these being a fine emerald green. Star Diopside Gem Star Diopside is the most prized form of a hard, durable gemstone that is rarely found in attractive colours. It is usually too dark for beauty, however mountain and streambed-pebble crystals of a pale green hue make attractive stones such as diopside. When a gem is found that is darker green it can be cut in such as fashion so to produce four- to six-rayed stars. Star Sapphire Star Sapphire is a precious variation of the sapphire, however is more translucent, with a white star highlighted in its center. A star sapphire has been known to ornament devices which protect against magic. Sunstone Gem Sunstone is a feldspar jem, closely related to moonstone, and more properly known as oligoclase. Sunstone can be colorless or faintly greenish and of facet grade, but most common by far is its softer (cabochon) variety. This yields gemstones that have bright red or orange spangles (minute crystals) suspended in a nearly colorless background in a parallel fashion, giving the whole a rich golden or redish brown color. Tchazar Gem Tchazar is the common name given to aragonite, a straw-yellow gemstone found in elongated, prism-shaped crystal form. It is soft and fragile, and requires skilled cutting to yield faceted gems. Turquoise Gem Turquoise is an opaque aqua stone with darker mottling, and is found in the more arid reaches of the Realms. Horsemen will often place a sliver of this stone in a horse's harness as a sign of good luck. Water Opal Water Opal is a colourless, clear opal with a play of colour. It is rare and valuable in the Realms, where it is used in scrying devices. Ziose Gem Ziose is the name given by sages to a particular facet-grade variety of ziosite; a rare mineral that yields cut stones that flash three vivid hues depending on how the light catches them; purple, blue, or red or purple, green, and red. Very large (fist- or foot-sized) gems are found and are prized for use in pendants and brooches. Zircon Gem Zircon is a brownish crystal found in igneous (volcanic) rocks. Zircon attains its pale blue shade with heating and cutting (usually facet- cut). Girdles ---------- Imoen's Belt Imoen does not know when or how she acquired this belt, and despite all of her efforts and magic it cannot be removed or unbuckled. 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 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) 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 suprised 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 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 Halberds ---------- Dragons's Bane +3 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 Halberd +3 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 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 Halberd +2, Duskblade Halberd +2 Duskblade Though once a simple halberd, this weapon spend 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 Halberd +4: Wave Halberd +4: Wave 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, Salamanders (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 Harmonium Halberd Harmonium Halberd +3 This weapon is a powerful weapon usually given out to the most important of Harmonium captains. The Harmonium is an faction based out of the planar city known as 'Sigil'. STATISTICS: Equipped Abilities: +1 strength -1 Intelligence -1 Wisdom THAC0: +3 bonus Damage: 1D10 +3 Damage type: piercing Weight: 12 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief Ravager +4 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 Heavy Crossbows ---------- Crossbow of Affliction +4 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 Heavy Crossbow of Searing +1 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 Not Usable By: Druid Cleric Mage Thief Helmets ---------- 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.: Sets fire, cold and electrical resistance to 25% Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief Gold Horned Helm A typical golden helm used by Balthazar's Mercenaries. 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 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 Helm of Infravision Helm of Infravision: 'The eyes of Truth' Being a scavenger of a sort, Babette Maelstrom had this 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 Helm of the Rock 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 Usably By: Fighter Helm of the Rock 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 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 Helmet This helmet is black and lustrous, its metal brought to a shine that nearly matches the small gems that have been placed around the faceplate. A black veil hangs down the open front of the helmet, obviously meant to completely obscure the face of whomever wears the item. Mask of King Strohm III This is the reconstructed mask of King Strohm the third. When you place it on your face, the entire world becomes tinted with odd colors. Perhaps this mask will allow you to see something that you hadn't been able to see before, but its use beyond that seems questionable. Patrol Leader's Helmet This is the helmet of the Svirfneblin Patrol Leader that you were sent to kill. It will act as proof that you have succeeded in your mission. Roranach's Horn This helm is carved fromt he 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 Vhailor's Helm Vhailor's Helm This helmet was worn by a mysterious warrior named Vhailor. The warrior was destroyed while helping a creature known as the 'Nameless one'. STATISTICS: Special Abilities (once per day): cast simulacrum Armor Class Bonus: 1 Weight: 2 Not Usable By: Mage Bard Thief Ioun Stones ---------- Bronze Ioun Stone 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 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 Obsidian Ioun Stone The tough obsidian stone imbues its owner with a similar hardiness. STATISTICS: +1 to Constitution when equipped Pale Green Ioun Stone 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 THACO Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief Pearly White Ioun Stone (from Helge) Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white iouwn stone will grant the wearer the ability to regenerate at a rate of 2 hit points per minute. STATISTICS Abilities: Regenerate 2 hit points every minute Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief Katanas ---------- Celestial Fury Katana +3 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: Equipped Abilities: Lightning Strike: Once per day Blindness: Once per day Combat Abilities: Booming Thunder whenever the sword strikes an opponent (Stun, Save vs. Spell) Shocking Blow chance when sword strikes an opponent (5% chance of 20 additional electrical damage) THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 3 Speed Factor: 1 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Corthala Family Blade Corthala Family Blade This fine katana radiates magical energy when wielded by Valygar. The blade was designed to respond only to those with the blood of the family Corthala flowing through their veins. This +2 blade causes additional bleeding damage when it strikes an opponent. STATISTICS Abilities: 2 points of additional bleeding damage on target every round for 2 rounds THAC0: +2 bonus AC: +2 bonus against slashing weapons Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Usable By: Valygar Dak'kon's Zerth Blade Dak'kon's Zerth Blade +2 This sword was the weapon of choice of the famous githzerai Dak'kon. Dak'kon was killed by a powerful entity while working for a creature known as the 'Nameless One'. STATISTICS: Equipped Abilities: +1 AC bonus able to memorize one extra 1st, 2nd, 3rd, and 4th level mage spell THAC0: +2 bonus Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Katana +1 Katana +1 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +1 bonus Damage: 1D10 +1 Damage type: slashing Weight: 5 Speed Factor: 3 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Katana +1 Yoshimo's Katana +1 This blade, although only lightly enchanted, has achieved a semblance of awareness, enough so that it allows only the thief known as Yoshimo to wield it. Any other than he cannot use this flawless katana in battle. STATISTICS: THAC0: +1 bonus Damage: 1D10 +1 Damage type: slashing Weight: 5 Speed Factor: 5 Proficiency Type: Katana Type: 1-handed Usable By: Yoshimo Katana +2 Katana +2 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +2 bonus Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Malakar +2 Katana +2: Malakar This sleek katana radiates magical energy when carried. The Malakar, or 'Dueling Steel', was used by a less-than-honorable samurai during duels against other samurai. As if of its own volition it will swoop down and deflect the slashing attacks of other weapons. It is perfect for the warrior concerned about defense as well as offense. STATISTICS THAC0:: +2 bonus AC: +2 bonus against slashing weapons Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Keys ---------- Beastmaster Key The Beastmaster's key should open the cells of the gladiators. Chapel Key This is the key that you found in the ruined chapel of the complex in the Winspear Hills. Despana Treasury Key This key, obtained from Phaere, will give you access to the Despana Treasury room. Firkraag Prison Key This key will allow you to open the doors to the prison in which Garren's child is held. Gaal's Key This is the key given to you by Gaal. It will open the door to the lower levels of the dungeon where you can find one half of the rift device. Galvena's Key This is the Lady Galvena's personal skeleton key to the festhall. It will allow access to the prison area. Guildhouse Key This is the key to the lower levels of Lady Galvena's Festhall, the Courtesan's Guild. Haegan's Key This is the key to the captive chambers in the Slaver Compound. It was found on the body of Captain Haegan and should open all of the doors in the building. Heart Key This key has the single word "COURAGE" inscribed upon it. Jon's Key Jon Irenicus' key. This will allow access to the escape route in the basement of the Asylum. Keep Key This is the mast key to Nalia's keep. It should open most of the doors in the fortress. Key This key is particularly intricate and ornate in its design. Key This key will open the sealed door to the underground Saradush prison. Mae'Var's Strongbox Key This is a metal key of unique design. Judging from its shape, the lock that it fits must be impossible to pick. Planar Key This thin bar vibrates softly in your hand. It looks as if it could be used as either a key or a lever. Planar Prison Cell Key This rod is actually a key of strange design. This key was found on the Warden's Body in the strange extra-planar prison the Raelis and Haer'Dalis were taken to. It is most likely the key to the prisoners' cell. Portal Key An intricate key, presumably once owned by the lover of your captor. Portal Key You assume this key you recovered from the Chromatic Demon's body will grant you access to the next level of this dungeon. Rebel's Heart This is the heart of the Sahuagin Prince Villynatny. Sahuagin Scribe's Notes This scroll seems to be a collection of stories about Great Wars of the Sahuagin. They mention planned offensives against land dwellers all along the Sword Coast as well as tales of past offensives. The Sahuagin appear to be a particularly warlike race, constantly planning full- fledged invasions of the shores but rarely following through due to incessant infighting. The events that you have seen in this particular settlement would seem to bear that out. An interesting insight into Sahuagin culture. Sahuagin Treasury Key This ornate key will open the door to the Royal Treasury. Samia's Key This is the key to the tomb of King Strohm III. Sewer Key This key has a faint but foul odor clinging to it, like that of the sewers. There are no sewers within the halls where you found the key. The lock that this key opens will have to be found elsewhere. Shadow Prison Key This key was obtained from the Shadow Jailor. It can be used to open the prison cells in the Shadow Dungeon. Shadow Thief Cellar Key This key will allow you to open a secret door that leads to the Shadow Thief headquarters, which you will need to find. The secret door is located on the ground floor of the Shadow thief guild, on the north east wall. Trademeet Tomb Key This key will open the sealed tomb in the Trademeet Cemetary. The tomb used to be the place of burial for Trademeet's elite, but has been sealed off for many years because of 'trouble' from within. Wand of Lightning Key This key gives you a small shock when you touch it. Wand of Missiles Key This key resembles a tiny Wand of Magic Missles. Wand of Summoning Key This key seems to squirm in your hand as if it is alive. Large Shields ---------- Large Shield The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 1 Special: +1 vs. Missile Weapons Weight: 15 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Leather Armor ---------- Karajah's Leather Armor Leather Armor +3: Karajah's Life and Death Karajah was Calimshan's champion of pit fighting for a full decade, and seemingly unbeatable. His success, or so he claimed, was due to the mobility that his light armor afforded him. He may well have been unaware of the suit's other qualities, but his peers ignored his claims of ignorance when enchantments were discovered. The armor survived the subsequent beating, whereas Karajah did not. STATISTICS: Armor Class: 5 Weight: 4 Requires: 3 Strength Not usable by: Mage Leather Armor +3 Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 5 Weight: 4 Requires: 3 Strength Not Usable By: Mage The Night's Gift +5 Originally blessed by Shar, this armor has a long and interesting history. Only the greatest of thieves have ever owned this heavily enchanted armor. The essence of night has been woven into the dark set of armor so that it feels like normal armor but encloses the wearer in a mass of twisting shadows. STATISTICS: Bonuses: +20% to hide in shadows Armor Class: 3 Weight: 5 Requires: 3 Strength Not Usable By: Mage Protector of the Second +2 Leather armor +2: 'Protector of the Second' The Mist of Shadows was an elite company of elven rangers that roamed the Cormanthor wood, the bane of bandit and monster alike. This particular armor belonged to Indeera Lakhan, the group's most decorated officer and second in command. The suit is named for her though how it came to part her company is unknown. STATISTICS: Armor Class: 6 Weight: 5 Requires: 4 Strength Not Usable By: Mage Skin of the Ghoul +4 A clever thief, Damien Oneknife always tried to gain from the assets of his enemies, no matter the cirumstances. After an intense battle with several ghouls in which two of his companions perished, Damien decided to even the odds in future encounters. He skinned one of the undead creatures and brought the hide to a halfling armorer talented in enchanting leather. When the suit was finished it was magically protective against physical attacks and paralyzation. Not very epic perhaps, but practical STATISTICS: Bonuses: +3 bonus to all saves vs. paralyzation/poison Armor Class: 4 Weight: 4 Requires: 3 Strength Not Usable By: Mage Light Crossbows ---------- Drow Crossbow of Speed Drow Crossbow of Speed A crossbow is a bow mounted crosswire 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 Firetooth +4 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 Long Bows ---------- Heartseeker +3 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 Long Swords ---------- Adjatha The Drinker +2 Adjatha the Drinker, Long Sword +2 This blade belonged to Dabbar, a long dead servant to Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed. STATISTICS: Equipped Abilities: Wielder immune to charm and domination spells Special Abilities: Each hit heals the wielder of 1 hit-point damage THACO: +2 bonus Damage: 1d8 +2 Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Blackrazor Blackrazor, Long Sword +3 This sword radiates evil like a sour odor, and the owner never knows if he wields the weapon, or if it wields him. In addition to its combat abilities, Blackrazor slowly regenerates its owner with the drained strength of opponents. STATISTICS: Equipped Ability: Regeneration: 1 hp every 5 seconds Immunity to Charm and Fear With every hit it has a 15% chance of draining 4 levels, healing the wielder by 20 hit points, and hasting him for 20 seconds as well as increasing his strength by 3 points for 20 seconds. 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 Blade of Roses +3 Blade of Roses, Long Sword +3 This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword has been the secret behind a lackluster soldier's sudden elevation at court. STATISTICS: Equipped Abilities: Charisma: +2 bonus THACO: +3 bonus Damage: 2D4 +3 Damage type: slashing Weight: 3 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Daystar Sunblade: Daystar Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, Paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving. STATISTICS: Special Abilities (once per day): 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 THACO: +2 bonus, +4 vs. evil creatures Damage: 1D8 +2, +4 vs. evil creatures, does double damage against undead Damage type: slashing Weight: 2 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Dragonslayer Long sword +2: Dragonslayer (Peridan) Few dare to create such items as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerun's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the Realms. STATISTICS: Equipped Abilities: Immunity to Fear Regenerate 1 hit point every 10 rounds Special Abilities (once per day):Invisible THACO: +2 bonus Damage: 1D8 +2, double damage against dragons Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Drow Longsword +3 Drow Longsword +3 These swords are usually referred to as double-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 equiptment, 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 The Equalizer Long Sword: The Equalizer Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality", it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer. STATISTICS: Always considered +3 when determining what it can hit. THACO & Damage: vs True Neutral: +0 to hit, +0 damage vs Chaotic Neutral, Lawful Neutral +1 to hit, +2 damage vs Neutral Good, Neutral Evil: +2 to hit, +4 damage vs other alignments: +3 to hit, +6 damage Damage type: slashing Equipped Abilities: Immune to Charm and Confusion Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Long Sword These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. 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. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 4 Speed Factor: 5 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Namarra +2 Namarra, Long Sword +2 Also known as the Neversleep, this ancient blade is thought to have been present at some of the most influential conflicts in Faerun's history. Sightings have been noted as far north as Thay and as south as the jungles of Chult, though documentation is oddly lacking regarding details. It is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages but also preventing any discussion that might have followed. STATISTICS: Special Abilities: Casts Silence 15' Radius three times a day THACO: +2 bonus Damage: 1D8 +4type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage The Ogre's Sword An ogre with a woman's voice has asked for this sword, claiming that it will break the illusion cast over her. Maces ---------- Ardulia's Fall +1 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 Jerrod's Mace Jerrod's Mace This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful demon known as Balhifet. STATISTICS: THACO: +2 bonus, +5 vs. demons Damage: 1D6 +3, +5 vs. demons Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief 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 Mace of Disruption +1 Mace of Disruption +1 This heavy mace was created for a very specific purpose: to slay undead. Any such creatures hit by it not only feels the sting of the 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 of 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 Skullcrusher +3 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 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 Medium Shields ---------- Dragon Scale Shield +2 Another powerful item created by the warlock Wormsor, this shield consists of red dragon skin stretched over a steel frame. Green and white dragon scales adorn the red background in a pattern that, when looked in the right way, reveals the face of an ancient dragon. STATISTICS: Abilities: Sets fire, cold and electrical resistance to 25% Armor Class Bonus: 3 Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Drow Shield +3 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 Medium Shield +1 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. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer. STATISTICS: Armor Class Bonus: 2 Weight: 6 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Saving Grace +3 Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection of still remains, making it useful for any adventurer. STATISTICS: Armor Class Bonus: 4 Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Shield of Balduran Shield of Balduran +3 This shield was worn by the hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped Abilities: Reflects beholder rays -1 Penalty to Strength Armor Class Bonus: 4 Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Miscellaneous ---------- *Note: ????? stands for the Main Character's name.* *Note: @@@ stands for him/her, based on the Main Character's sex.* Abazigal's Wardstone As long as the geas has been lifted, this wardstone, from Abazigal's green guardian dragon, should allow you to pass by the protective magics guarding the entrance to Abazigal's personal lair. Acorns These are the dryads' magical acorns that you obtained off of the duergar leader, Illyich. Adamantine Dust This is a pile of Adamantine dust, most likely the end result of exposing a Drow item to the light of day. Air Elemental Statue This statuette depicts the swirling form of an air elemental. Ammo Belt This shoulder belt is ideally suited for holding sling bullets, darts, arrows or bolts. Air Scepter This golden scepter key from the elemental room of air is inlaid with amber and yellow gems. It will open the South door of the Air chamber and the North door of the Poison chamber. Amuana's Bones These are the bones of the child-prophetess Amuana. The bones have been defiled and gnawed-upon by the shadow wolves. Anarg's Cup The golden finish of this large goblet shines brightly as you turn the cup over in your hands. The cold metal bears a simple inscription, 'Anarg the Fearless'. The cup had been presented to him for faithful service to the Most Noble Order of the Radiant Heart. It is a badge of honor for Anarg and losing it was a blow to his pride, only serving to further fuel his anger over losing his paladin status. Ankheg Shell The Ankheg is a burrowing insect-like creature between 10 and 20 feet long, found mainly in forests or choice agricultural land. They are covered with plates or shells made out of a substance called chitin which is extremely tough and very light. The size, weight and strength of the shells make them highly sought after in many situations, including the creation of armor. 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. 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. Bag of Plenty +2 The money and resources you invested in the Bag of Plenty have resulted in an item of even greater magical properties. STATISTICS: Unlimited +2 sling bullets Beating Heart Inside a small chest covered with rubies you discover a human heart that is, somehow, still beating and glistening wetly. How the organ is kept alive in such a manner you do not know. Beholder Eye This is the central eye obtained from the beholder of the Twisted Rune. Bell This bell is rusted and tarnished, though it still makes a sound when rung. Black Spider Figurine Black Spider This black spider figurine fits in the palm of your hand. When the command word is spoken the figurine comes to life as a semi-intelligent spider called Kitthix. The spider will obey its master's commands for the duration of the spell or until slain. After five minutes, regardless of whether the spider lived or died, the figurine returns. It takes a day to recharge the figurine. STATISTICS Special Abilities: Summons a huge spider for five minutes, once each day. The spider can Phase during combat. Kitthix can also use it's Web Tangle ability, which sprays a stream of webbing at one target. If the target fails its save, it will be held by the webbing for 2 rounds. Kitthix's melee attack is poisonous. Blade of the Equalizer A Piece of the Equalizer This is a part of the Equalizer, a great long sword forged long ago as a tool for balancing the powers of the universe. Also known as the 'sword of neutrality', it did greater damage the further the target's alignment was from True Neutral. The Equalizer was last rumored to have been wielded by the elven hero Alaine Greenleaf, who was lost during a voyage to the Underdark. Other rumors have, however, proposed that the blade's pommel gem was stolen by an escaped slave who returned to the surface world. Blood of Quallo's Friend A vial of blood collected from Quallo's pet carrion crawler. You can't help feeling guilty for having had to kill his true friend. Blue Oil With the proper tinder to ignite it, this fuel will make torches burn with a striking blue flame. Bodhi's Black Heart The black withered heart of the vampire Bodhi. Boo Boo is a fuzzy little hamster. While Minsc believes that Boo is a miniature giant space hamster, you are rather certain that the tiny rodent is just a normal hamster. 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. Bronze Pantalettes The pinnacle of style and the epitome of fashion, those of discerning taste would rather wear nothing at all than substitute inferior apparel for the Bronze Pantalettes. Case of Plenty +2 The money and resources you invested in the Case of Plenty have resulted in an item of even greater magical properties. STATISTICS: Unlimited +2 Bolts Chunk of Illithium Alloy This chunk of alloy was created for you by Jerlia the Ore Merchant. You hope that it will do in the stead of real ore which is nearly impossible to obtain. Jerlia assures you that Sir Sarles will not tell the difference. As to the alloy itself, it has an... interesting shape that looks vaguely like something though you can't put your finger on what that something might be. Circlet of Netheril 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 Coal This is a pile of coal. Contact's Note Gracen, You have been given all the funds necessary for your duties, so you are to act without hesitation. The coin we have offered to the grave keeper should be more than sufficient to keep him out of the crypts. Funds must also be offered to keep the city exterminators from hunting the spiders. If they find that blasted Pai'Na and her pets, they cannot help but find us as well. See to these instructions with all haste. Lassal Control Circlet A circlet of alien metal that dominates even the most powerful of minds and leaves them defenceless. Perhaps this item could be used to control a mind flayer and make him help you escape from this hellish prison. Crom Faeyr Scroll This yellowed sheet of parchment describes the process used by the ancient dwarven smith Silverblade to forge the original Hammer of Thunderbolts, as well as the means by which he intended to continue to shape the weapon into its ultimate form. By the combining of the Hammer of Thunderbolts, Gauntlets of Ogre Power and a Girdle of Frost Giant Strength... and using the power of the hammer's true name "Crom Faeyr"... an ultimate weapon of destruction could still be completed using this scroll. Dawn's Light Symbol A holy symbol is a physical representation of a god's power. This symbol depicts a stylized sun rise. This piece seems to be one third of a circle. If you find the other two pieces you will have the complete symbol. Deirex's Gem These are the gems in which the lick Deirex stores imprisoned souls of his enemies. Demon Heart No one said that demon hearts were supposed to be pretty, but you certainly weren't expecting this mushy, fleshy bag of vileness. Heavy and wet, the organ still beats, and even stuffed away with your belongings you hear the dreadful thub-dub. Every now and then you must check to make sure it has not bounced free of your pack. De'Tranion's Baalor Ale De'Tranion's Baalor Ale, brewed with pimentos for that extra little kick. Djinni Painting An oil painting of a djinn. The work is amateurish at best. Dog Bones A collection of bones that once made up the skeleton of a dog. They have been gnawed upon by something large. Dog Meat A bloody piece of dog meat. Dog Stew Poor Rex, Sparky, Rover and Spot gave their lives so that this stew might be made. You've heard that dog meat is a favorite food of umber hulks. Draconis' Head The latent magic lingering within this grisly trophy grants you the power to enter Abazigal's underground realm. Dragon Eggs These are the eggs of the silver dragon, Adalon. They were stolen by the drow for some evil purpose. Drow Wardstone You have seen enough rune covered rocks to know that the fist sized stone recovered from the lich will protect you against powerful spells of warding. Edwin's Documents These documents were obtained from a merchant called Marcus at the request of Edwin. Edwin has made it clear that the contents are none of your business. Elder Brain Blood This is the blood of an Elder Brain. Squishy brain matter floats in the dark bloody substance. Elven Priest Stone This a Holy Stone used by priests of the Elven god Rillifane. A piece of ritual is written on the back: From Corellan, all began. Rillifane grew From the branches of Rillifane the Water flowed, Granting life to the Tree Suldanesselar owes all to the Tree. Energy Cells These are the cells that powered Rielev's life support unit. They would most likely work for other units as well. Exotic Hide This leather is thick and coarse, unlike even the heaviest hide from a cow or another domesticated animal. The creature this came off of must be exotic indeed. Eyestalk of an Elder Orb This eyestalk is from an Elder Orb who was none too willing to give it up. Fake Dragon Eggs (Phaere's) These are the false dragon eggs given to you by Phaere. Fake Dragon Eggs (Solaufein) These are the false dragon eggs given to you by Solaufein. Fake Rebel's Heart This is a fresh sahuagin heart. With luck, the king will accept it as that of the prince. Familiar 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... its 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. 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. First journal of Jon Irenicus No doubt these texts will prove to be an embarassing legacy, but I must order my thoughts herein, lest they spill from my accursed mind. Spellhold is in my control. Once recovered from my torpor I made short work of what defenses there were. Coordinator Wanev conveniently removed himself, suffering a peculiar reaction to a spell of mine. I forget what it was; perhaps something I heard in the temples of Suldanessellar... does it even matter now? My condition grows worse, and what I remember of my 'home' is fleeting. I see images of family whose names I cannot recall, and dream of emotions I no longer feel vividly. On occasion I sense nature as if she is my mother, as though never removed from her bosom, but such moments are few. I bear the hallmarks of senility with the rage and power of a young elf to lament it. Bodhi endured the curse much better than I do now, but she was more focused and, mor importantly, undead. She is now thoroughly seduced by her vampiric condition, despite its previous failure to counteract the death sentence she was under. She had embraced her mortality, excited by the urgency of it, but now she is confused. Imoen's soul has restored her, but her motives remain transparent, even simplistic. She revels in her carnal nature, even as the elf within despises the creature she has become. I would pity my 'sister' if I was capable, but emotions come to me only in violent outbursts. Ellesime has taken my ability to truly feel, and I am left with the threadbare heart of a human, or some other short- lived vermin. I will not suffer this much longer. Spellhold has met my needs quite well. They had made a practice of experimenting on inmates here for quite some time, though in a barbaric fashion. I refined their instruments, and have finished preparing the necessary rituals. I am quite through with Imoen, though she can still serve as bait. I am certain ????? will make an appearance sooner or later. Bodhi has delivered more assassins than I had asked for. I disposed of some in advance, but it seems such a waste. I think she has done this on purpose, as she has taken to releasing the extras in the maze below and hunting at her leisure. I marvel at her hunger, and how she seems so *alive* in her undeath. Perhaps it is the soul of Imoen. Soon I shall see for myself. ????? had best hurry. Flail Head (Acid) This is one of three flail heads belonging to Lord Arnise. Not all three heads are required to assemble the flail. Flail Head (Cold) This is one of three flail heads belonging to Lord Arnise. Not all three heads are required to assemble the flail. Flail Head (Fire) This is one of three flail heads belonging to Lord Arnise. Not all three heads are required to assemble the flail. The Gagged Man A clay figurine depicting a bound and gagged humanoid. Galvena's Medallion This is one of the medallions worn by the employees of Galvena's Festhall. It is used for identification. Gem bag This small bag is ideally suited for holding gems. The Genie's Flask This flask is an exact replica of Malaaq's flask 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 lighting instead of arrows, and it has been highly sought in the past by Shadow Thieves for used by their assassins and by Cowled Wizards for study. Gesen Bow String 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 the Shadow Thieves for use by their assassins and by Cowled Wizards for study. Giant Troll's Head After slaying the troll, you've obtained his decapitated head. Gilded Rope A length of smooth golden rope, braided into a miniature pair of shackles. Visaj said that the rope would protect you from the effects of the lich Deirex's magic. Glasses of Identification Glasses of Identification Wearing these glasses allows the user to see magical items as they truly are. The proper instructions to activate the object appear like floating words before the wearer of these glasses. The glasses may be used three times per day. The glasses act much like a scroll of identify, in that to identify an item you right-click on that item. A menu will appear and from here you choose the 'scroll' option. The item will now be identified. Golden Arm and Leg The leg and arm bones of a skeleton made of solid gold. An unmistakable sense of evil pollutes the very air around the bones. Golden Circlet A simple golden circlet. Golden Goblet of Life An intricate gilded cup. This is one of the crown jewels of Ellesime, the Queen of Suldanessellar. The Goblet is a powerful symbol of the Elven people. Golden Torso A skeletal torso made of pure gold. A palpable sense of evil pollutes the very air around the bones. Golem Arm This is a long, iron arm. It is useless without a body. Golem Head This is a humanoid head made of darkened iron. Good Berry Created by the Goodberry spell, these simple looking blueberries will heal one point of damage for each handfull of berries eaten. Grinning Skull A humanoid skull. Guril Berries These are one of the two types of berries that you have obtained from Bel Dalemark. Rose Bouquet has said that the berries smell something like a man who may be the murderer that stalks the Bridge District. She would like to smell them again to be sure. Hammer Wardstone This stone is incredibly hot to the touch and must be handled carefully. It has an etching on its surface which shows some kind of hammer. What else the stone might be used for is unknown. Hand This is a desiccated hand that you found in the sewers. Despite the moisture the flesh has not rotted away. The Hand of Dace This is the hand that you've obtained from the dead vampire, Dace. Harp of Discord Harp of Discord Even the most talented bard cannot get this harp to play in tune. Each stroke of the harp's strings results in a harsh, off-key note. If the bard attempts to play a proper ballad upon the harp, its magical effects are released. All creatures, other than the bard and his/her party must make a saving throw vs. spells or be confused for thirty seconds. STATISTICS Special Abilities: 3 times a day can cause confusion to all creatures within listening range (save vs. spells to avoid the confusion). The bard and fellow party members are not affected by the confusion. Usable By Bards Harp of Pandemonium Ravel's Harp of Pandemonium Ravel was a powerful night hag that lived in the city of Sigil. Somehow she angered the Lady of Pain, a powerful godlike figure that rules the city of Sigil. The Lady of Pain imprisoned Ravel within a magical maze, where the night hag would be trapped for all time. The harp was one of the many artifacts that Ravelleft behind in Sigil when she was imprisoned. STATISTICS Special Abilities: 3 times a day can cause Pandemonium: all enemies must make a saving throw vs. spells or be tossed away from the bard as well as confused for three rounds. Usable By Bards Harper Bird From what the Spectral Harpists have said, you gather that this bird was once poor Montaron. This would be what Xzar is looking for. 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. Helm's Scroll The Ritual Scroll you received from the apparition of the Vigil Knight closely resembles the scroll originally given to you by Odren - though this one tingles with greater power. Hilt of the Equalizer A Piece of the Equalizer This is a part of the Equalizer, a great long sword forged long ago as a tool for balancing the powers of the universe. Also known as the 'sword of neutrality', it did greater damage the further the target's alignment was from True Neutral. The Equalizer was last rumored to have been wielded by the elven hero Alaine Greenleaf, who was lost during a voyage to the Underdark. Other rumors have, however, proposed that the the blade's pommel gem was stolen by an escaped slave who returned to the surface world. 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. Holy Symbol of Lathander Only those most worthy and devoted servants of the Dawnbringer are granted these powerful holy symbols. STATISTICS: Grants an additional 6th and 7th level spell. 5% Magic Resistance while worn +1 to Strength while worn Usuable By: Good Clerics Horn Despite a strong dweomer of magic, this ornate animal horn has no apparent use. Horn of Blasting Horn of Blasting While many army engineers spent their time perfecting siege equipment, Julius Baggar delved into magical tomes for his engineering insights. Therein he found ancient scriptures that detailed how to make, control, and wield sound waves. The Horn of Blasting was his first and only attempt at taking the theoretical magical knowledge to create a practical new technology. An apprentice blew through the Horn, aimed in the direction of Julius who insisted on a 'useful experiment'. The resulting shockwave that emanated from the Horn first stunned and then tore poor Julius apart. STATISTICS Special Abilities (once per day): Sonic wave, everyone in area takes 2- 20 hit points damage and are stunned for two rounds (save vs. paralyzation for half and to avoid being stunned) Hourglass This instrument, made of two bulbs of glass joined by a narrow passage, tells time with a portion of sand that falls between the two bulbs. Hour glasses are a common time telling device throughout the Realms. Human Flesh This is a tunic made from the badly sewn together flesh that you took from the Tanner's house in the Bridge District. If completed it may make seviceable armor, albeit only the most evil of humans could wear such a vile item. Ice Scepter This silver scepter key from the elemental room of ice is inlaid with white diamonds. It will open the North door of the Ice chamber and the South door of the Fire Chamber. Ihtafeer's head This is the head of the rakshasa, Ihtafeer. Illithid Correspondence This note has sections written in several languages, some so alien as to be painful to look at. A small section written in common reads as follows: 'The base is established and the infiltration continues. The Hidden gathers followers and soon we shall dominate the minds of the entire...' The message continues in one of the more alien scripts. The illithids are up to somethings, as is typical of the race, but your being here has most likely disrupted their plans. Illithid Serum This is a heavy, metallic liquid that rolls into beads when spilled out onto the palm of your hand. Whenever the flask containing the oil is opened a sickly, rotten-egg smell almost overwhelms you. While disgusting, the odor alone serves to heighten your senses. Inspector's Body It's somewhat difficult to tell but you suspect that this is the body of Inspector Aegisfield. It looks as if the tanner caught him off guard when the inspector entered the house to investigate your findings. Jae'llat Wardstone This is the wardstone that will allow you access to the House Jae'llat. Without the stone, the wards make the place impenetrable. Jar of Water A plain glass jar filled with crystal clear water. Kuo-Toan's Blood This is the blood of the Kuo-Toan prince. Kurtulmak's Crystal Shard This is the crystal shard obtained from the avatar of Kurtulmak's whose essence was trapped within a large crystal. The kobolds seemed to worship it. Lanthorn The Rhynn Lanthorn is an artifact from ruined Myth Rhynn. It was highly prized by the city's rulers as it shone through all falsehoods and illusions. The device, with the lenses in place, can dispel the illusions that hide Suldanessellar. Lazarus' Spellbook This heavily warded spellbook belongs to Lazarus Librarus. He would probably like to have it back. Letter of Transfer This is a letter given to you by Renal Bloodscalp. It will gain access to Mae'Var's guildhouse so that you may infiltrate his guild and find proof of his treachery. Lich's Tooth This is a tooth from the drow lich Deirex. The tooth acts as a key for many of the lich's doors. It will also open his treasure vault at the top of his tower. Light Gem This is the Light Gem obtained from the svirfneblin king. The light that it brings forth seems powerful enough to dispel any darkness. Lightstone Symbol A holy symbol is a physical representation of a god's power. This symbol depicts a lightstone on a pedestal. The rays from the lightstone destroy creatures of shadow. This piece seems to be one third of a circle. If you find the other two pieces you will have the complete symbol. Littleman The Stuffed Bear This is a simpe stuffed children's bear. It depicts the mischevious Littleman from halfing legend. Mae'Var's Letter A letter from Mae'Var to the Night Knives assassins requesting the death of Renal Bloodscalp. This is just the kind of proof that Renal requires. Magical Rope This enchanted rope allows the user to descend or ascend any height. It will stretch to any length and still maintain its strength. It can be used to descend into the Underdark through the hole that the sahuagin guard. Mantle of Waukeen A golden circlet found within the sealed tomb in Trademeet's cemetary. The circlet is tarnished with age but one can still make out Waukeen's symbol on the circlet. Mastery Orb If one only knew how to use it, this mastery orb would give power over any who wear a thrall collar. As it is, the only thing that you could do would be to find some way to destroy the orb and free the thralls. Mimic's Blood The blood of a mimic which you have killed. Mimic's blood is often used in the creation of golems. Mind Flayer Painting An oil painting of a mind flayer. The work is amateurish at best. Minotaur Horn This is the stone horn of a minotaur statue. Mirror A simple gilt hand mirror. Mithril Token This is a small mithril disk with jagged edges. There is nothing on the disk that hints at its use. Moonblade A powerful Moonblade, this weapon has become one of the most basic symbols of Suldanessellar. It is truly ancient, and said to have been wielded by the founder of long ruined Myth Rhynn. It can be used only by its 'chosen', a citizen of the city that has proven their worth in a series of mysterious tests unknown to any outsider. Morn Ritual This scroll is a tutorial for the morning prayer ritual of a follower of the Sund God Amaunator. Know, my childen, that when the holy rays strike the earth and dawn flows across the land like music, thou must offer the Morn Ritual that is pleasing to mine eyes and ears. Malign the Ritual at thy peril. Perform it only as I have written. (The first part of the ritual is smudged out. Perhaps you could deduce the action if you had the scrolls for the noon and evening rituals.) 2) Hold the Holy Tome up to the Sun and my power shall bless it. 3) Reflect as thou perceive the victory of Light over the Dark. These are things that please me. Noontide Ritual This scroll is a tutorial for the noon prayer ritual of a follower of the Sun God Amaunator. Know, my children, that when the Sun displays the Marvel of my Work and rides high in the firmament above, thou must offer the Noontide Ritual which is pleasing to mine eyes and ears. Malign the Ritual at thy peril. Perform it only as I have written. 1) Let thy voices sound the glorious songs of thy Lord. (The second part of the ritual has been inked out by the blackest of inks. Perhaps you could deduce the action by comparing this scroll with the rituals for morning and night.) 3) Rejoice on the Glory of the Light as it reigns over the Dark. These are the things that please me. Note The Shadow Thieves weaken day by day, and cannot even protect their own members form the night they claim to know so well. What do your guild dues pay for, besides the opulence of the Shadow Council? Join with us and receive what you know you are worth. We meet when the night is half past. You know the place. Note This is a plain note written in a delicate script. It reads: Berinvar, Do not concern yourself with the thief. If he has accomplices, they will show themselves soon. As for the thief, himself... the spectral harpists will release him for his curse once they feel he has learned his lesson. And if he doesn't, well, we can always hope he acquires a taste for bird seed, eh? Cheers, T. A note from Mazzy Fentan Wallag We travel this day to search out the wolf lair. My own scouting of the region has confirmed Merella's suspicions that there is a large pack of wolves acting in this area. On the map included I have indicated where I believe the wolf den to be located. Follow us if you can, but be cautious. We can ill-afford another mysterious disappearance. Until we meet again. Mazzy (on the same sheet is drawn a crude but effective map which indicates the path to a forested area several hours north of the Imnesvale region.) Oak Bark This is a wide piece of oak bark. Bel Dalemark has mentioned that oak bark is used to make tannin, a necessary ingredient in the tanning of animal hides. Old Slippers It is a miracle that this moldy, misshapen footwear has not already dissolved into a pile of rancid dust. Opal Stone This stone has a certain energy about it. It may come in useful although, at this point, you aren't sure where. Pendant This is a small and fairly unremarkable silver pendant in the shape of a miniature sword, hanging on a delicate chain and meant to be worn around the neck and next to the skin. Piece of Burial Mask At first look this seems to be just a shattered piece of pottery. Closer examination reveals that this is a single piece of King Strohm the third's burial mask. With all of the pieces it would be possible to reconstruct the mask. What good this would do, you do not know. Piece of Red Cloth This is a piece of red cloth that Tirdir claimed to have torn off of his captor's clothing. Perhaps you should keep watch for a man in red as you move through the city. Pipe This is a dark and delicately-crafted meerschaum pipe used for smoking particular roots and odorous plants. It appears to have been carved from felsul root, itself, and smells faintly of brimstone and cinnamon. Pirate Horn This horn can be blown to signal the harbor guards. They will open the sea gates to allow a ship through. Without the horn, a ship would never leave the harbor. Pommel Jewel of the Equalizer A Piece of the Equalizer This is a part of the Equalizer, a great long sword forged long ago as a tool for balancing the powers of the universe. Also known as the 'sword of neutrality', it did greater damage the further the target's alignment was from True Neutral. The Equalizer was last rumored to have been wielded by the elven hero Alaine Greenleaf, who was lost during a voyage to the Underdark. Other rumors have, however, proposed that the blade's pommel gem was stolen by an escaped slave who returned to the surface world. Portal Gem A portal gem is used to open up portals between the planes. Few know how to use these gems and they are said to occasionally have undesirable side effects. This particular gem was found on an altar in the house of Mekrath. Potion Case 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 Quiver of Plenty +1 The history of this magical quiver has long been forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles. STATISTICS: Unlimited +1 Arrows Ransom Note We will honor your demands in exchange for the release of the Lady Elgea. As per your request, I will meet you in front of the Copper Coronet after nightfall and I will bring the ransom. Rebel's Orb This Orb was given to you by the sahuagin Royal High Priestess. You can gain an audience with the Rebel Prince if you take the Orb to their encampment. Red Dragon Scales There are a large number of scales salvaged from the red dragon. Legend has it they can be magically forged into powerful armor. Renfeld's Body Renfeld asked that you take him or his remains to a man named Rylock in the Docks District. Reversal Scroll Reversal Scroll This scroll may be able to reverse the geas on Abazigal's guardian dragon. Rift Device After having used the Rift Device, it cannot be used again due to the curse put upon it. The Avatar who gave it to you asked that you return it to him when you have used it to help defeat the Unseeing Eye. Rift Device The mysterious Rift Device. This rod is said to be so destructive that it was cursed by the gods and buried deep within the Earth. The ancient god Amaunator and his worshippers were charged with the task of guarding it. Amaunator's fading Avatar has allowed you to use it with the expressed purpose of destroying the Unseeing Eye. The Avatar asked that you return it when your task is done, as it would be exceptionally dangerous to bring this device above ground. Rift Device Part This is the first part of the Rift Device rod. This section of the rod is highly coveted by the Unseeing Eye. Ritual Scroll This is the scroll provided by the Knights of the Vigil to reinforce the seals keeping the Imprisoned One in the dungeon. Ruby Stone This stone has a certain energy about it. It may come in useful although, at this point, you aren't sure where. Rune of Imprisonment This rune has had a special enchantment placed upon it, allowing a mage to cast a very special version of the Imprisonment spell. This item is specifically attuned to Lord Ketlaar Argrim, and will function against him and him alone. Sapphire Stone This stone has a certain energy about it. It may come in useful although, at this point, you aren't sure where. Scepter of Radiance With the gems restored, you can understand how this magnificent treasure earned its grand moniker. Each gem glows with its own inner brilliance, bathing the completed scepter in a luminous rainbow. Scroll Case This sturdy container allows dozens of scrolls to be placed in it, safe from exposure to fire, rain, or lighning -- common hazards faced by any adventuring wizards. Second journal of Jon Irenicus Victory! I am restored! ????? has given exactly what I needed, exactly as I demanded, and now I see where Bodhi has found such fire! I feel the essence of the gods within me! Damn Ellesime's curse for the weak minded spell that it was; now I am free. ????? did not make proper use of the heritage given @@@. Now comes the time of retribution. I will not allow such a crime to go unpunished. The audacity of Ellesime, claiming my punishment was just, and the hypocrisy of 'my' people, accepting such an act while decrying mine. I will not let this rest. I will take what I intended, and those that would stand before me will fall as they should. Today is a much better day. I will act at my leisure. Sekolah's Tooth Only this gigantic shark tooth, said to have been left by the sahuagin god Sekolah, can open the way to the Rebel Prince's base. Shadow Dragons Scales These heavy scales glisten under the light and are warm to the touch. There are a significant number of them salvaged from the corpse of the shadow dragon... perhaps they might be useful in the formation of some kind of shield or armor. Shadow Dragon Wardstone This wardstone is a virtual area of darkness, and seems to suck the very light from space around it. The shape of the stone is hard to discern, cloaked in shadow as it is. Silver Blade Part of a Silver Sword This is a piece of a Silver Sword, a vorpal two-handed sword used by the githyanki and considered holy by them. It is magically sharp and can sever limbs and heads with ease. If the whole weapon could be found, it could be magically re-forged. Silver Hilt Part of a Silver Sword This is a piece of a Silver Sword, a vorpal two-handed sword used by the githyanki and considered holy by them. It is magically sharp and can sever limbs and heads with ease. If the whole weapon could be found, it could be magically re-forged. Silver Horn of Valhalla Silver Horn of Valhalla In the halls of Valhalla rest the most valiant warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service these warriors must offer their service to any who blow a horn of Valhalla. This horn will summon forth a fifth level berserk warrior who will fight for the summoner for one minute. The horn may be used once per day. Skull This skull is chipped and scratched; its surface scored with numerous tooth marks. Skull Wardstone This stone is incredibly hot to the touch and must be handled carefully. It has an etching on it which appears to depict a skull. What else the stone might be used for is unknown. Slime Scepter This aquamarine scepter key from the elemental room of slime is inlaid with emeralds and turquoise gems. It will open the East door of the Ice chamber. Solik Berries These are one of the two types of berries that you have obtained from Bel Dalemark. Rose Bouquet has said that the berries smell something like a man who may be the murderer that stalks the Bridge District. She would like to smell them again to be sure. Stone Golem Page This page appears to be torn from a larger work. Although incomplete, it seems to describe how to summon a golem made of stone. Stone Harp An elegantly carved stone harp. The harp appears to have been part of a larger carving but has obviously been torn away from it. Stone Horn An elegantly carved stone horn. The horn appears to have been part of a larger carving but has obviously been torn away from it. Stoneshape Scroll This scroll -- given to you by the svifneblin king -- gives you the ability to shape stone. The scroll is specifically attuned to the recent earthworks of the gnomes that broke through into the prison of the beast that threatens the town. Use this scroll to reseal the hole. Sun Medallion This medallion is a stylized rendition of a sun. Sun Ray Symbol A holy symbol is a physical representation of a god's power. This symbol depicts a worshipper raising his hands to the sky. A beam of light envelops the worshipper. This piece seems to be one third of a circle. If you find the other two pieces you will have the complete symbol. Sundial This is a rough cut stone sundial that fits in the palm of your hand. Sword Medallion A miniature broadsword on a chain. Symbol of Amaunator The three holy symbols connected to form this disc, the Symbol of Amaunator. Talisman of Rillifane This is the holy symbol of the Elven god Rillifane. Tanner's Letter I am bid to write this by those we serve. You who carry out the work, I am your humble servant. When at last you need the final ingredient for the grand project, I shall be the one that brings it to you. Seek me out in the hills of Umar, and signal your identity witht he purchase of the book, The History of the Zhentarim. This will identify you, for I do not know your name, nor should I. The need for security is paramount, so you must also utter my secret name, constructed from the name of your immediate master. There will be no mistake with this method. Our names are the same in their scale and their cut. The last of his begins just as the first of mine. The second of my first is the second of his first, though regressed a full four steps. The third of my first is four more than the last of his first. The entire last of my first is the last of his first, except the first one of these is the first of my last. The first of his last is mine plus one. The next of my last is the last of his first plus one. The last of my last are third and second, coming in first for him. I am sorry for such games, but it is certain that only you shall know this. I await your arrival. Tattered Parchment This fragment of an ancient and tattered scroll is inscribed with ornate calligraphy which reads: ...And the Sacred Book shall be placed open upon the Altar. Let the consecrated wisdom of the Holy Word bless the Faithful, Let the Bell ring forth a final time in joyous celebration of His name, Praised and triumphant to Eternity's end, the ritual complete. Tattered Parchment This fragment of an ancient and tattered scroll is inscribed with ornate calligraphy which reads: ...Let the bell be ring forth a second time, in honor of the Holy One As His name shall forever ring across the lands. Let the Ritual Candle be lit, in honor of the Holy One As His name shall forever be a glowing beacon to the faithful... Tears of Bhaal A teardrop shaped gemstone of a deep, oddly unsettling color. The Tear is one of the keys required to open the Watcher's Door. Thrall Collar This collar is used to dominate and enslave any individual who wears it. The slaves, or thralls, are usually controlled by the bearer of the Mastery Orb. Once worn, the collar's power cannot be broken except through the use of a Remove Curse spell or the destruction of the mastery orb. Tinderbox The long handle attached to this flint and tinderbox leads you to believe it was specificially designed for lighting stoves, ovens or hearth fireplaces. Tombelthen's Journal (2nd half) This is half of a page of parchment, yellowing and crumbling with age and speckled with old stains. The top of the page is torn and jagged, as if ripped from its other part. Its ink is faded but still legible, however, and reads: "--clearing in the south of the area, placed carefully within a standing column of rock. These columns are common in this area, and this column is different only in that its clearing is surrounded by a copse of trees. I intend to send this journal on to my family, so that if I happen not to make it home, one of them might track down my cache and benefit from it. Idras Tombelten" Tree of Life Nuts A beautiful glittering fruit taken from the section of the Tree of Life that grows through the palace. The fruit has a tantalizing smell and looks ripe enough to eat. Tree of Life Nuts A small hardened fruit harvested from a section of the Tree of Life that grew into the palace. There is no obvious use for the smaller fruits but they have power and should be kept. Troll Painting An oil painting of a troll. The work is amateurish at best. Umberhulk Painting An oil painting of an umberhulk. The work is amateurish at best. Warden's Note The scroll reads as follows: 'Heed this, inmate! The true test of madness is the simple measurement of the mind's precision. The cured shall be rewarded. The afflicted shall wander without recourse.' Wardstone This stone looks as if it has been split in half. There is an inscription on it: Two towers to ever guard the tomb, Two wards to now enter the room. Wardstone for Asylum This is the wardstone obtained from Perth the Adept. It should lower the wards that keep you from entering Spellhold. Wave Blade Part of the Wave 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. Wave Shaft Part of the Wave 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. Wooden Stake A sharpened, wooden stake that is marked with the holy symbol of Selune. Legend has it that staking a vampire will put them permanently to rest... although likely the vampire would have to be immobile (at rest) in order to do so properly. Morning Stars ---------- Ice Star +4 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 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 Necklaces ---------- 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 his as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him. STATISTICS Special Abilities: +5 bonus to all saves vs. polymorph Necklace of Talos This necklace is made of heavy discs strung together with wire. The central disk is made of silver and inlaid with the symbol of chaos. Pearl 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. Rainbow Obsidian 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. Silver 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. Tiger Cowrie Shell 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. Ninja-To ---------- Ninja-To Ninja-To The sword of the ninja, the ninja-to, is of lower quality than other Kara-Tur blades such as the katana. The ninja-to is short with a straight blade, making it ideal for the subterfuge of the ninja. The ninja-to is also more suited to fighting in closed places, sometimes giving the ninja an advantage over the longer blades that the samurai used. STATISTICS Damage: 1D8 Damage type: slashing Weight: 5 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Ninja-To +1 Ninja-To +1 Saito Kagizu or 'Cat of the East' as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerun. They were part of his personal collection, ninja-to that he either 'collected' from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right. STATISTICS THAC0: +1 bonus Damage: 1D8 +1 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Scimitar/Wakishashi/Ninja-To Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Plate Mail ---------- Ankheg Plate Mail This plate mail has been expertly crafted. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not succeptible to rust. As any world- weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go but fatigue is a constant enemy. STATISTICS: Armor Class: 1 Weight: 25 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief Delver's Plate +2 This armor has been worn by many a fine soldier, but among the best known, and for whom it was named, was Delver Kinlake. He was a vagabond whose strong sword-arm and keen wits made him a respected general to the Lords of Waterdeep. A gift from Lord Baeron, the armor served Delver well for thirty years, and after his death, it passed to his eldest son. It has since made its way into the hands of a variety of adventurers. STATISTICS: Armor Class: 1 Weight: 25 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Doomplate +3 Named by Adarius Shin, the Doomplate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity. STATISTICS: Armor Class: 0 Weight: 27 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Gorgon Plate +4 Hunting Gorgons is a highly dangerous drow sport. Often, after a successful hunt, the blood of the Gorgon is taken and used in the creation of a new suit of plate. This special type of drow plate is actually able to withstand the light of the surface world. STATISTICS: Armor Class: -1 Bonus: 15% resistance to fire and acid Weight: 30 Requires: 12 Strength Not Usable By: Bard Druid Mage Red Dragon Scale Dragon Scale armor is light of weight, strong, and resistant to fire. Because of these properties it is much sought after, but finding, let alone slaying, a powerful ancient dragon is near impossible. It is usually easier to search for an existing suit, such as this one. One should be careful wearing it near dragons, however, particularly red ones. STATISTICS: Bonuses: +50% Fire Resistance Armor Class: -1 Weight: 30 Requires: 8 Strength Not Usable By: Bard Mage Thief Potions ---------- Antidote As the name implies, this potion will neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. Brine Potion A potion obtained from a briny pool in which young illithids, tadpole like creatures, live and grow. When used, the potion will temporarily make the user immune to psionics. Elixir of Health The Elixir of Health is a powerful healing mixture designed to cleanse the body of all impurities. First it cures all poisons, then once the system has been purged, the imbibed is cured by 10 hit points to speed the recovery process. Oil of Speed This oil increases the movement and combat capabilities of the imbiber. Movement rate is doubled and the user of this oil gains one extra attack per round. Thus, a movement rate of 9, becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time however. The duration of the effect is 5 turns. Potion of Agility This potion will raise the dexterity of the imbiber to 18, affecting armor class and missle attack adjustment for the duration of the effect, in this case 15 turns. Potion of Defense This potion is similar to the potion of invulnerability in that it improves the armor class of the imbiber. The effect lasts for 10 turns. STATISTICS: Armor Class: set to 0 Duration: 10 turns Potion of Explosions This potion is a vial of pain as it will explode into a burning ball of fire upon impact. Keep it in a safe place lest ye meet an untimely end. STATISTICS: Damage: 6D6 (save vs. spell for half) Area: 40 ft radius Potion of Extra Healing When wholly consumed, this potion restores 27 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. Potion of Fire Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 22 (Fire Giant Strength) Potion of Freedom This potion acts like the spell free action when consumed. The drinker becomes completely immune to any effects which hinder action or movement whether it is magical in origin or not. The duration of the potion is 10 turns. Potion of Healing When wholly consumed, this potion restores 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. Potion of Hill Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 19 (Hill Giant Strength) Potion of Icedust A shower of fine chunks of ice fly forth from the drinker of this potion, creating a light dusting of cold flakes that protects all within the area of effect from fire damage. This potion was created to counter Fireball and similar spells. STATISTICS: Special Ability (one use): Protects all within area from fire damage for one round Range: Caster Area of Effect: 30 foot radius Usable By: All Potion of Insight It will be as if a higher being had stepped into the drinkers head, filling it with intuitive thoughts and amazing insights. The effect is to raise the wisdom of the person to 18 for approximately 6 hours or until dispelled. Potion of Insulation This potion will imbue the person drinking it with 50% resistance to electrical damage. The effect will last for 10 turns or until dispelled. Potion of Mind Focusing This potion will imbue the drinker with the ability to focus the mind unerringly towards any task that needs to be performed. STATISTICS: Intelligence: +3 bonus Dexterity: +3 bonus Duration: 12 hours Potion of Regeneration This is a powerful elixir that imbues the drinker with the regeneration ability similar to that of a troll, wounds literally closing over and healing as you watch. The effect, which lasts for 3 turns, is to regenerate 2 hit points per round. Potion of Stone Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapons. The effect lasts for 10 turns. STATISTICS: Strength: 20 (Stone Giant Strength) Potion of Superior Healing When consumed, this potion restores 40 hit points to the imbiber. The effect is instantaneous, and the potion is destroyed in the process. Rings ---------- *Note: ????? stands for the Main Character's name.* Angel Skin Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. D'Arnisse Signet Ring D'Arnisse Signet Ring This ring was given to Nalia by her father upon her ascension to adulthood. Bonded to her blood as it is, the ring may not be removed from Nalia, nor its powers used by anyone else. The ring grants a +2 bonus to all saving throws, +2 armor class bonus, and 50% resistance to fire. Dawn Ring Dawn Ring These rings are often found in possession of those who worship Lathander the Morninglord. Lathander espouses the principles of creativity and prosperity and believes that pride is a sinful trait that requires smothering. Mercykiller Ring Mercykiller Ring The Mercykillers are a powerful faction based out of the planar city of Sigil. This ring is given out to Mercykiller assassins when they are sent out to punish those who have broken the laws of Sigil. Often these assassins will roam as far as the Prime Material plane. Equipped Abilities: +20% to set snares +20% to hide in shadows +20% to move silently Usable By: Thief Oaken Ring This ring is fashioned not from gold or precious metal, but from simple oak. Useable By: Druids Onyx Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. Ring of Acuity Ring of Acuity: The origins of this ring are unclear, and while its enchantments share similarities with historical examples of Rings of Wizardry, there is something strange in how it feels, either in the weight of the metal or in the aura it projects, and it does not function the same. It was likely found on some distant plane, and as such, its maker will remain a mystery to you. STATISTICS: Spells: Given two extra second level spells, one extra third level spell and one extra fourth level spell Only usable by: Mage Ring of Air Control Ring of Air Elemental Command Air elementals are make for powerful foes but with this ring they can become valuable allies. Dark tales tell of groups of Red Wizards all with rings of elemental command descending upon small villages with no warning and destroying every living thing in sight. Although the truth of these rumors is questionable the fact remains that a ring of this power in the wrong hands is dangerous. STATISTICS: Special Abilities: Charm Air Elemental (+2 bonus to elementals saving throw) Improved Invisibility once per day Duration: 10 rounds Area: 1 creature Ring of Anti-Venom This ring is an unadorned silver band. However, its plain appearance belies the powerful magic within. A Ring of Anti-Venom is eagerly sought after by royalty, influential political figures and other potential assassination targets. STATISTICS: Wearer is immune to all poison. Ring of Clumsiness Ring of Clumsiness: 'The Jester's Folly' The most notorious owner of this ring made a substantial living exploiting its cursed nature. Gregoria the Foole, a jester by trade, would use his incomparable sleight of hand to switch this ring with that of a patsy taken from his audience. The rest of his performance would involve the mocking of the newly clumsy individual, much to the delight of their comrades. The ring was removed (by a method known only to the wily jester) only once the stooge had promised no reprisals for the treatment he had received; though Gregoria frequently still had to make a hasty retreat. His last known performance was rumored to have been an ill-humored mage in Zhentil Keep; a show from which he did not flee quite fast enough. STATISTICS: Dexterity: reduced by 50% Stealth: reduced by 50% Spells: 75% casting failure Special: can only be removed by a 'remove curse' spell Ring of Earth Control Ring of Earth Elemental Command If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer. STATISTICS: Equipped Abilities: AC: +1 bonus Special Abilities (once per day): Charm Earth Elemental Save: (+2 bonus to elemental's saving throw) Duration: 45 seconds Stone to Flesh Save: None Ring of Free Action Ring of Free Action: 'Edventar's Gift' This ring was given to the reef scavenger and hunter known only as Edventar, by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land. STATISTICS: Special: The wearer is immune to everythin, magical and otherwise, that affects mobility in any way. This includes haste and slow spells. Ring of Gaxx Ring of Gaxx This ring is relatively unadorned, but the vile magic within radiates intense evil. Indeed, its creator, Kangaxx, was no less evil himself, even before millennia of undeath honed his power. It is said that a cadre of Netheril mages fought and imprisoned the demilich once, but being unable to truly destroy him they became liches themselves to stand guard over his remains. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death. STATISTICS Armor Class: +2 Bonus Saving Throws: +2 Bonus Magic Resistance: +10% Bonus Special Abilities: Immunity to Disease and Poison Equipped Abilities: Wearer regenerates 1 hit point every 3 seconds Special Use: Invisibility, once per day Improved Haste, three time per day Ring of Protection +1 Ring of Protection +1: 'Ring of the Princes' This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least 13 generations, though they were all apparently lost within the space of one. Enmity between the King and the family of the creator may be to blame. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus Ring of Protection +2 Ring of Protection +2: 'The Guard's Ring' The Guard was an immortal sentry assigned to protect a tomb that sheltered the body of a princess of the Akanal. Over millennia respect for the grave disappeared with the memory of the royal family, and adventurers began to try their luck with the Guard. It was inevitable that he would eventually be bested, and when he was, the ring he wore was one of many treasures taken from the tomb. STATISTICS: Armor Class: +2 bonus Saving Throws: +2 bonus Ring of Regeneration Ring of Regeneration A lowly ranked Red Mage named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provided the same regenerative ability as that of the troll. Few were willing to drink the vile liquid however and decades later a student of Huhhus created this ring, building upon the foundations of knowledge laid by Huhhus. Within the hollow cavity of the jade ring floats the ichor and brains of a troll, providing a limited regenerative capability to the wearer. STATISTICS Equipped Abilities: Wearer regenerates 1 hit point every 6 seconds Ring of Spell Turning Ring of Spell Turning A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling the Cloakwood Forest. Enraged at being disturbed, the mages unleashed a score of Magic Missiles at the seemingly helpless Derek, but to their brief surprise, the assault reflected back and killed them both. Thereafter, without having lifted his blade, Derek was rather sheepishly known as Derek the Red Slayer. STATISTICS Special Abilities: Cast minor spell turning once per day Ring of the Ram Ring of the Ram Also known as the Breaker of Castles, with one word this ring can unleash fantastic and deadly powers. When it is triggered, a barely descernible ram-like shape billows forth from the ring. This force can potentially knock opponents off of walls, destroy castle gates, or crush enemies, but it is damaging as well, in its own right. STATISTICS Damage: Once per day, 5-30 hit points of damage to an opponent. Ring of Wizardry Ring of Wizardry: 'Reaching Ring' This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. It was originally commissioned by spellcaster ?????, apparently at great monetary and personal cost. STATISTICS: Spells: Gives one extra fifth level spell, one extra sixth level spell and one extra seventh level spell Only usable by: Mage Robes ---------- Robe of Vecna Robe of Vecna This robe doesn't even have close to the power that the two famous artifacts, the Hand and Eye of Vecna possess. Still, from simply being worn by the powerful lich, the robe absorbed enough magical energies to become a potent magic item. STATISTICS: Equipped Abilities: AC: base set to 5 Improves casting speed by 4 +10% Magic Resistance Weight: 3 Only usable by: Mage (single, dual, & multi-class) Rods ---------- Rod of Absorption Rod of Absorption This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects. The magic absorbed must have been directed at the character possessing the rod. To activate this absorption ability the user must use the wand after which time they will be protected for four rounds or until the absorption disappears. The rod will absorb nine levels of spells (and can defend against spells up to ninth level in power). Each use of the rod expends one charge. STATISTICS Special Abilities (one charge): Spell absorption for four rounds Usable By: Cleric Mage Rod of Lordly Might Rod of Lordly Might Also called The Wrath of Three Kings, though not associated with any named king in particular, this rod was likely made in 1090DR. It saw use during The Battle of the Bones, but for which side is uncertain as it was found amongst the dead after a larger skirmish. Three buttons unlock the rod's magic: the first transforms it into a fearsome enchanted Mace; the second, a hypnotic Flaming Blade; the third, a barbed Spear. Only warriors can properly use its exotic mix of weaponry. STATISTICS This rod may transform into any of the following weapons when used. Each weapon may also change back into the rod at will. Mace +2 Special Abilities: Target must save vs. spells (+5 bonus) or be affected by fear for four rounds THAC0: +2 bonus Damage: +2 Flaming Sword +1 Special Abilities: Target must save vs. spells (+5 bonus) or be held for five rounds THACO: +1 bonus Damage: +1 Spear +3 Special Abilities: Target must save vs. spells (+6 bonus) or take 2d4 points of magical damage THAC0: +3 Damage: +3 Usable By: Warriors Rod of Resurrection Rod of Resurrection This rod enables anyone to resurrect the dead as if they were of high enough level to cast the resurrection spell and if they were a priest. No rest is required, as the rod bestows the life giving effects. Each use of the rod expends one charge. STATISTICS Special Abilities (one charge): Resurrection Rod of Terror Rod of Terror When activated this rod may be used as a staff +3. Any creature hit by the rod must make a saving throw vs. spells or flee in terror, fearing the wielder as if he or she were a flesh eating demon from the Abyss. There is a drawback to using this rod however. Each time the rod is used there is a 20% chance that the wielder loses one point of Charisma permanently. STATISTICS Combat Abilities: Target must make a saving throw vs. spells (+4 bonus) or flee in terror (lasts four rounds) Thac0: +3 bonus Damage: 1D6 +3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Not Usable By: Scimitars ---------- Scimitar This curved scimitar is light and appears well-used. It shimmers slightly with a cool blue hue, and the sparse gems along its pommel sparkle with a pale light that makes it appear to be almost made of ice. A quality weapon. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 4 Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Not Usable By: Cleric Mage Thief Scimitar +2, Rashad's Talon Scimitar +2: 'Rashad's Talon' Named for Prince Rashad, former ruler of a minor principality to the East, this blade and many of the Prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon. STATISTICS: THAC0: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief Short Bows ---------- Bow of Arvoreen Bow of Arvoreen 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 Short Bow of Gesen Short Bow of Gesen 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 Short Swords ---------- Ilbratha +1 Ilbratha, Short Sword +1 This ancient bronze sword is set with six matching bloodstones, and was apparently forged for Azoun the First, a long dead king of Cormyr. It saw little use, and eventually found its way to a favored of the king's guards. Despite the aid of its illusionary magic, that unnamed soldier fell in a later battle, and the sword was lost to brigands or scavengers. STATISTICS: Special Abilities: Casts Mirror Image once per day THACO: +1 bonus Damage: 1D6 +1 Damage type: piercing Weight: 2 Speed Factor: 2 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage Kundane +2 Kundane +2: Sword of Quickness Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers. In his loneliness he spent many hours alone on the hills overlooking Trademeet. A nearby wizard, Galloma discovered the youth and found in him a kindred soul. The two fast became friends; master and apprentice. Galloma died before Dramnek's tutorage could be completed however and the youth found himself once more alone in the world. Eventually he made his way to the streets of Athkatla. There he became a cutpurse, augmenting his thieving skills with the little magic he'd learned from Galloma. Eventually he crafted this sword, which enhanced Dramnek's weak physical body. This weapon has no speed factor. STATISTICS: THACO: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage Short Sword of Mask +4 This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. STATISTICS: Combat Abilities: 15% chance with every hit that opponent is entangled for 24 seconds, no save THACO: +4 bonus Damage: 1D6 +4 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage Sword of Arvoreen Sword of Arvoreen Another gift to Mazzy from Arvoreen, this short sword may only be used by halflings. The enchantments that exist within this sword give it the ability to slow any opponent struck by it. STATISTICS: Abilities: Target must save vs. wand or have movement rated slowed by 2 (for 45 seconds). Wielder of the sword is immune to slow and stun effects. THAC0: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Usable By: Halflings Slings ---------- Sling +3: 'Arla's Dragonbane' Sling +3: 'Arla's Dragonbane' None know better than Halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small-folk that leave the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that Halflings prefer entertainment over accuracy when it comes to their history. STATISTICS: Damage: +3 (missile damage) THACO: +3 Weight: 0 Speed Factor: 3 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Sling of Arvoreen +4 Sling of Arvoreen This sling is blessed by the Halfling goddess Arvoreen. The weapon was granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in which an invading army of Yuan-ti were slain by Lettleworp's forces, saving his halfling village. The sling has the ability to rend the senses of the wielders enemies with a wall of sound said to be the voice of the goddess herself. STATISTICS: Combat Abilities: Sonic boom once per day. Must save vs. spell or be stunned for three rounds Area: 60 feet THACO: +4 bonus Damage: +4 (missile damage) Weight: 0 Speed Factor: 2 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Sling of Everard +5 Sling of Everard The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale. STATISTICS: Equipped Abilities: does not require bullets THACO: +5 bonus Damage: +2 (missile damage) Weight: 0 Speed Factor: 0 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Sling of Seeking +2 Sling of Seeking Unlike most other slings, the Sling of Seeking is capable of throwing stones and allowing a strength bonus to be applied to the damage it inflicts. Although the sling is magical, giving it a bonus to hit and to damage, it is capable of inflicting strength damage due to its design, not magic. STATISTICS: THACO: +2 Damage: +2 (missile damage), plust Stength bonus Weight: 0 Speed Factor: 4 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Small Shields ---------- Shield of Harmony +2 Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield for most of his life. It protects the bearer from most forms of mind control, a benefit for a wizard who needed warrior allies to stay faithfully at his side. Both Kekkim and Audn have long since returned to the earth, leaving this shield to whomever might recover it from Kekkim's tower. STATISTICS: Abilities: Immunity to charm, confusion, domination, and hold person Armor Class Bonus: 3 Weight: 2 Requires: 4 Strength Not Usable By: Mage Thief Spears ---------- Spear 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. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. STATISTICS: Damage: 1D6 Damage type: piercing Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Thief Spear +1, Halcyon Halcyon Spear +1 The electrum plated shaft of this weapon hums with magical power. Occasionally blue bolts of energy run down the length of the spear, charging it. In battle when it hits an opponent it strikes for additional electricity damage. STATISTICS THAC0: +1 bonus Damage: 1D6 +1, +1 electricity damage Weight: 3 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Spear +3, Backbiter This cursed spear will appear as a magical spear, however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a remove curse spell. STATISTICS: *CURSED* THACO: +3 Damage: 1D6 +3 Damage type: piercing Special: 3 (piercing) damage inflicted upon the wielder upon every successful hit Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Spear of Kuldahar +3 Spear of Kuldahar +3 This spear was forged by the druids who dwelt close to the great tree of Kuldahar. It was meant to be used by the warrior who was appointed as Kuldahar's defender. STATISTICS: Equipped Ability: +8 max hit points THAC0: +3 bonus Damage: 1D6 +3 Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Splint Mail ----------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 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 Staves ---------- Cleric's Staff +3 Cleric's Staff +3 This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric. STATISTICS: THACO: +3 Damage: 1D6 +3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Quarter Staff +2 Quarter Staff +2 The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature. STATISTICS: THACO: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Shaman's Staff This is a Staff of Goodberries that belonged to the Kobold Shaman in the sewers below the slums. STATISTICS Abilities Creates Goodberries once per day Damage: 1D6 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Staff This is a long staff made of thick, sturdy oak. It is crawling with a strange, black radiance and feels quite warm and tingly to the touch. Small runes of arcane origin have been carved in various places at both ends. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Staff Type: 2-handed Not Usable By: Staff Mace This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for priests of druids, though that does not preclude use by most others. STATISTICS: THACO: +2 bonus Damage: 2D4 +2 Weight: 4 Speed Factor: 2 Damage type: Bludgeon Proficiency Type: Quarterstaff Type: 1-handed Requires: 5 Strength Not Usable By: Monks Staff of Fire +2 Staff of Fire This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire it can erupt in a Fire Shield that damages attackers, it can summon a Fire Elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however. STATISTICS Combat Abilities: If a fire elemental is hit it must save vs. spells or be destroyed Abilities: (one charge) Summon an 8 hit dice Fire Elemental Duration: 1 hour Fire Shield (Red) A protective shield that surrounds the wielder of the staff as per the 4th level wizard spell Fire Shield (Red). THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Staff of Rynn +4 Quarter Staff +4, Staff of Rynn There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the Village Square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmary had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon. STATISTICS: THACO: +4 bonus Damage: 1D6 +4 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarter Staff Type: 2-handed Requires: 5 Strength Staff of the Magi Staff of the Magi This type of staff is thoroughly linked of the imaged of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantments and endless study. This particular example is good in melee, grants Invisibility, and offers protection from Charms and Evil. It can also cast a Spell Trap, launch a Fireball-Lightning Bolt combination, and Dispel Magic. The quintessential mage item. STATISTICS Armor Class: +2 Saving Throw: +2 bonus Equipped Abilities: Invisibility Immunity to Charm Protection From Evil Fireball-Lightning Damage: combined lightning and fireball damage Range: 150 feet Use: Three times a day Abilities: Trap Spell Duration: 8 hours or until 30 spell levels have been trapped Use: Once per day Combat Ability (each hit): Dispel Magic THAC0: +1 bonus (strikes as a +5 weapon) Damage: 1D6 +1 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By: Mages Staff of the Woodlands +4 Staff of the Woodlands Known only as the "Wild Man of the Wood", the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all. STATISTICS AC: +3 bonus Equipped Abilities: Barkskin (AC 3) Use Abilities (cost 1 charge) Summon Shambling Mound Enhanced Charm Animal Duration: 5 minutes Saving throw: save vs. spells with a -4 penalty THAC0: +4 bonus Damage: 1D6 +4 Damage type: crushing Weight: 2 Speed Factor: 1 Type: 2-handed Requires: 5 Strength Usable By Druids Staff Spear +2 If examined, this quarterstaff has an aura of alteration, and a long sharp speahead extends from its upper end on command. Likely made by a wizard or priest hoping to increase their melee abilities, it can be used by anyone capable of handling a staff. STATISTICS: THACO: +2 bonus Damage: 1D8 +3 Damage type: Piercing Weight: 4 Speed Factor: 4 Proficiency Type: Staff Type: two handed Requires: 5 Strength Not Usable By: Monk Studded Leather Armor ---------- Shadow Dragon Scale This suit of armor is formed from interlocking shadow dragon scales. Elegant workmanship and practical considerations make this armor both beautiful and useful. The shadow dragon scales grant the wearer extra protection from acid. STATISTICS: Bonuses: +50% Resistance to Acid Armor Class: 1 Weight: 10 Requires: 6 Strength Not Usable By: Mage Throwing Axes ---------- 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 Throwing Daggers ---------- 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 Tomes ---------- Book of Infinite Spells This ancient tome creaks as you open it. Each page of the Book of Infinite Spells contains a spell described in layman's terms, easy enough for a thief, cleric or even a fighter to understand and cast it. Each spell on a page can be cast once per day. A second function of the book is to turn to a different page of the book. This allows for the possibility of getting a better spell. However, once the page has been turned the previous spell is lost forever, unless it happens to appear again. Be warned. Once you turn to the last page of the book, you are stuck with that spell. The spell on this page is: Fireball (Evocation) Level: 3 Range: Visual range of caster Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: 1/2 A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half. The Book of Kaza The Book of Kaza is a famed tome written by the lich, Kaza. It is said to deal with the darkest secrets of necromancy, though the pages appear to be blank when you look at it. Kaza was destroyed during the upheaval of Netheril's final days. The book was brought to what is now Amn by Kaza's disciples. How it has come to its present location after so many years is anyone's guess. Book of Rituals This is a book of Elemental Rituals that is the possession of a mage called Vithal. It is of little use to any other person. Conjur Ota Servanta Conjur Ota Servanta This text is written in a very old dialect of southern common that you are not familiar with, thought 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. Dea Vampir Becomos 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. Elminster's Ecologies: Appendix IIIa Elminster's Ecologies: Appendix IIIa This time-worn tome is written by the sage Elminster, and apparently part of a much larger body of work containing detailed studies of most of the strange creatures from around Faerun. The appendix seems to refer to newly-discovered variations on normal breeds of creatures. Of particular interest: "Dense Puddings - a relative of the slimes and molds, this pudding is relatively normal...except when exposed to electricity or fire. When this occurs, it splits into new puddings and can therefore be very dangerous." "Fire Trolls - a new form of troll thought to have been created by sorcerous Fire Giants for use as servants and guards. They are similar to regular trolls in most respects except for their lava-temperature skin and burning touch. Once they are defeated, they can only be permanently killed by cold or acid." "Fission Slime - an off-shoot of the slimes and molds, this particular slime will split into new and independent creatures when hit. It is vulnerable to fire, which will kill it permanently." "Magic Golems - this rare type of golem is formed from pure magical energy and is completely immune to spellcraft as well as enchanted weapons. To my knowledge, only weapons without enchantments have any effects on this creature." "Marileths - while this is apparently a legitimate form of demon, it is one that only an exceptional few have encountered and survived. The Marileth is a six-armed demon with a human female front half and the back half of a snake. She is incredibly quick and deadly, and on top of her martial prowess with six swords, she casts spells as well. Fighters should beware: in addition to being immune to normal weapons and minor enchantments, this demon also likes to cast Immunity to Magic Weapons...which must be dispelled if a fighter is to have any chance with his armaments." 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) History of the Drow History of the Drow, The Descent: We know very little of the Ilythiiri, or "Elves of the South," before this crucial event. Even they they were known as "Dark Elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them. Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race. History of the Moonsea History of the Moonsea: The Moonsea has a long history as the border between the elven lands to the south and the darker, more sinister lands of the Ride and Thar, home of dragons and giant and ogre tribes in great multitudes. The deep sea was an excellent barrier to the raiders, as those tribes who sought invasion had to detour around and through the lands that would eventually hold Yulash, Zhentil Keep, and Hillsfar. The first true settlement in Moonsea was Northkeep, a shining citadel established as a beacon of civilization and a jumping-off point for merchants seeking trade with the dwarves of the North - including not only Tethyamar, but the clans of the Cold Lands - who traded their metalwork and craft for much-needed magic. In the end, Northkeep was sunk beneath the icy waters of the Moonsea by the inhuman forces, and humankind suffered one of many setbacks in the region. So has been the nature of human habitation of this region since the beginning. Human settlements thrive for a few years, usually through sheer willpower and on the strength of a sharp sword, and then are overrun by goblins, orcs, dragons, beholders, or giants. Phlan has fallen and risen again. Yulash is a ruin where a decade ago there was a thriving town. Hulburg and Sulasspryn are empty hulks. Each of the cities of the Moonsea seems threatened with extinction in its turn, then is rebuilt. This cycle may be the reason that only the strongest and the most savage survive, even prosper, in the lands of the Moonsea. The greatest cities - Hillsfar, Mulmaster, and the impenetrable Zhentil Keep - are all ruled by evil people who control their lands with iron grips. The lesser cities, Elventree, Phlan, and Thentia, may be less evil, but have a strong, independent, almost chaotic nature. In many ways the Moonsea is a frontier, with a frontier mentality. History of the North History of the North - Recent History of the North: In the waning summer months of 1367, an immense orc horde descended from the Spine of the World, intent on winding its way south into the trade lands of the North. This force of orcs, led by King Greneire, surged its way south between the Moonwood and the Cold Wood, stopping just outside the Citadel of Many Arrows. King Obould, orc ruler of the Citadel of Many Arrows, was terrified at the prospect of another orc horde, despite the fact that he knew they should be working together against the humans of the North and the spawn of Hellgate Keep. His tribal shamans, however, had been predicting a treacherous fall of the citadel - and they'd told the king that he'd be disposed by other orcs. Thus, it was a dark day when King Greneire and his horde of 150,000 orcs appeared on the plains outside the Citadel of Many Arrows. King Obould announced to his followers that this horde had been sent to dislodge them from their home and send them out to be scavengers among the plains. He vowed that, as Gruumsh as his witness, the Citadel of Many Arrows would slaughter these treacherous orcs "like elves during a festival." For four months, the 40.000 orcs within the citadel held their ground. Assault after assault was mounted against the high walls of the garrison, but the attacking orcs were losing far more than the defenders. Still, the living conditions within the walls - never too good to begin with - created losses of their own. The battle for the Citadel of Many Arrows culminated during the first week of Uktar. As another light blanket of snow sought to bury the gathered orcs, King Greneire threw his entire remaining army at the citadel, bursting its gates and pitting orc against orc in a flurry of swords. As the two orc kings sought one another out along the ramparts, the citadel began to burn. The orcs that survive the battle still speak of the superhuman prowess of the two kings as they battled one another before their troops. Finally, however, King Obould ran Greneire through with his long sword, but Obould was severely wounded by the time Greneire had breathed his last breath. The orcs erupted into battle once again, and no one is quite certain what became of King Obould. It was through the smoke and snow that the victors of the conflict emerged: the dwarves of Clan Warcrown along with a contingent of troops from Silverymoon. Charging in through the shattered gates, these new attackers quickly routed the exhausted orcs of the citadel, sending them scurrying off into the wilderness. King Emerus Warcrown now rules the Citadel of Many Arrows, though the dwarves now call the city by its old name of Felbarr. Most in the North still tend to refer to the city as the Citadel, however, waiting to see if it can withstand the next orc horde. King Warcrown has put out a call for all dwarves to help defend the citadel, and news of a new vein of gold and silver is spreading rapidly through dwarven communities. History of Waterdeep History of Waterdeep - Age I, the Rise of the Warlords: Over the years, the forest was cut back farther and farther from the shore, and tribes began to stay most of the year there, farming the cleared land. The wiser among them claimed and controlled some of the timber in order to trade for more weaponry and tools. Such claims angered many who found the squatters rich from frequent trade, and brought attacks from land and sea, the more warlike tribes slaughtering the more sedentary settlers. Noted among these tribes was that led by Nimoar, a chieftain who ordered his people to seize the farms, crude wooden docks, trading sheds, and storage barns built up around the bay. They settled there themselves, and erected a log palisade within an earthen embankment to protect the holdings. After several abortive pirate and tribal raids, Nimoar's people thrived in their new home, a fledgling town referred to as "the town of Water-deep." Farther north, orc tribes had outgrown their mountain strongholds. Attempts to expand underground met with fierce dwarven resistance (although many small gnomish colonies were overwhelmed and wiped out), and the orcs spread out on the surface of the land, coming south and down out of the mountains, hurling their seemingly endless numbers against all who stood in their path. Here and there elven enclaves held out, but the push southward displaced many other northern inhabitants, including the "everlastin ones" (trolls), who came down into the newly- cleared lands northeast of Nimoar's Hold, those lands now known as the Trollmoors. Nimoar died of old age during this time of increasing danger. Younger War Lords led the men of Waterdeep (for so the ship- captains called the harbor) in battles against the trolls. There were many bloody struggles between men and trolls for a decade, until the magic of a Northern youth named Ahghairon turned the fortunes of war against the trolls, and the "everlasting ones" were destroyed or scattered. Ahghairon rose slowly in skill and power with the passage of years, until he became a great mage. He discovered a supply of potions of longevity (or learned the art of making such), for he lived on, still physically a man in his prime, for decade upon decade. Fearing further attacks, the men of Water Deep raised a small keep on the slopes of Mount Waterdeep above their farms, where fire arrows from on high could defend against attacking trolls. Many outlying tribes who had come to the settlement for safety from the trolls stayed, and expanded the walls with new farms several times. War Lords ruled the Free City of Waterdeep, holding it independent and increasingly wealthy as years passed. History of Waterdeep History of Waterdeep - Age IV, The Return of the Lords: One day to the Courts of the Lord Magister came two people masked and robed as the Lords of Waterdeep of old. Where they came from no one knew, but they appeared in the Castle's Great Hall where the Courts were, and commanded the Lords Magister to leave the city forthwith. Laughing, the Lords Magister refused, whereupon the shorter of the masked intruders (the lady Shilam, apprentice to Ahghairon and his undeclared heir as first Lord of the City) blasted them with lightning and fire, and their very thrones were shattered and toppled. The taller of the two intruders (Baeron) then called for the heads of the noble houses to come to them, or leave the city forthwith and forever, if they cared not to come by nightfall. All in the Courts heard, and the news was cried in the streets. The surviving nobles came, reluctantly and with bodyguards, expecting such a summons to be a trap. Baeron spoke to them and the crowd of curious townsfolk that had also come, saying, "this must not happen again." If Waterdeep was to be safe once more, he told them, all must support what he and his fellow Lord now planned, as they had supported Ahghairon in the past. The two would choose others to be Lords as before, he said, and they would rule in secret, as before - save for himself. He removed his mask, and said, "I am Baeron. I would be Lord as Ahghairon was before. I would be safe in this my city again." And the folk of Waterdeep there agreed. Shilarn, still masked, commanded that the houses of the Two Lords Magister be Outcast. There was protest, and she raised her hands that had blasted thrones, and it was still again. And the house of Gildeggh and of Zoar were outcast. Peace returned to the city, and Waterdhavians to their labors. To inhibit discovery of who the Lords were, Baeron selected certain men of character whom he knew well, and appointed them Magisters ("Black Robes," they were soon called, from their robes of office) under the Lords, to judge and apply the laws of Waterdeep in daily affairs. These Magisters he paid well, to raise them form temptation, and gave lodgings to those who feared for safety to dwell among the people. To so serve, he told the city, was a burden, not a proud misuse of authority, and if any wished to no longer serve, or were found wanting, they were not to be vilified, but accorded respect. And over the Magisters the Lords sat in their Court, to correct and overrule the judgements of the Magisters. Baeron told the people that none were to decry or belittle any judgments of Magisters that the Lord saw fit to alter or cast aside. If any thought ill of the offices or those who held them they could turn back to the rule of sword and whim, and perish as had those before them. Before the Lord's Court Baeron encouraged people to speak freely for the length of a short candle's burning, without fear of chastisement or reproach from the Lords for anything said, as long as they spoke openly and answered questions or opposing views put to them by any there. Thus, he held, just grievances of folk would be heard, no matter how small the matter or lowly the speaker. And so it was. Slow to take hold, until people knew it for careful justice, but enduring beyond Baeron's time, and beyond the time of their daughter Lhestyn "The Masked Lady," who wed Zelphar Arunsun of Neverwinter, and was mother to Khelben "Blackstaff" Arunsun, a Lord of Waterdeep today, who knows the secrets of long years as Ahghairon did. And as the years have passed, Waterdeep has grown in size and variety, flourishing with good trade under the tolerance and protection of strong defenders and good government. The years passed not without troubles, varying from the Godswar (when Waterdeep played host to gods dying and ascending) to such occurrences as a green dragon assailing the Field of Triumph (part of a plot by the Knights of the Shield to overthrow the Lords' Rule) but the city and her peoples survived and prevailed against all strife. The Lords' Alliance provides continued safety for all the settlements of the northern Sword Coast and those inland, with Waterdeep as the heart of the alliance. Though it can be matched in size or commerce, there is no city the Realms over that compares to the sheer variety of life and experiences found in fair Waterdeep, Crown of the North. 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 of 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. Orcish Cookbook Slice Onion, crush garlic, peel chestnuts, and cut boar into tiny cubes. In a greatpot over a 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! Tome of Amaunator Blessed by the light of Amaunator. The Temple of Amaunator shines like a beacon of radiance in the hills of Umar. Amaunator wards us form 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 gods serves us well, in that he is constantly on vigil against shadows. The Temple serves a further purpose towards this end. Amaunator keeps the caster 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 my embark upon. Blessed be the light of Amaunator. The Vapiricus Omnibus: Unabridged 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! Nor 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* Umar Witch Project Journal This journal seems to be that of an apprentice mage, telling the tale of her expedition into the Umar Hills with two other apprentices in the search for evidence of the fabled witch. The tale is hard to believe, but seems to relate the group's horror at getting lost and being hounded by an unseen predator during the nights. The script is in a panicky, feminine hand and the last page can barely be made out as follows: "...sorry to Joshellus' mother. I'm sorry about what happened to Michaelus. There's something out here with us. We thought it to be peasants but peasants aren't this clever. Joshellus says its the witch. I hear her when I sleep. I don't want to sleep. I don't want to sleep. I don't want..." The journal ends here. Two-Handed Swords ---------- *Note: ????? stands for the Main Character's name.* Carsomyr +5 The Holy Avenger: Carsomyr Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerun, though its origin and history is thought purposefully forgotten, such that the sword itself never overshadow the importance of the struggles that must be fought today. It is infused with the very essence of virtue, and requires as much from any paladin that would hope to wield it. The evils of the Realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease. Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle. STATISTICS Equipped Abilities: 50% Magic Resistance Dispel Magic 3 times per day Combat Abilities: +5 damage to chaotic evil opponents in addition to other bonuses. Dispels magic whenever the sword strikes an opponent THAC0: +5 bonus Damage: 1D12 +5 Damage type: slashing Weight: 7 Speed Factor: 5 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Usable By: Paladins Cursed Berserking Sword +3 Two-Handed Sword, Cursed Berserking +3 This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even after the battle-fury has ended, this sword can only be removed via an exorcism using a remove curse spell. STATISTICS: THACO: +3 bonus Damage: 1D10 +3 Damage type: slashing Special: Causes the wielder to go berserk Can only be removed with a 'remove curse' spell Weight: 15 Speed Factor: 10 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Flame Of The North Two Handed Sword: Flame of the North The title does not refer to the blade itself, but rather to the woman who originally wielded it in the icy hinterlands of Faerun. Her name was Carerra, and she was a veritable firestorm that swept across arctic trolls and the northern orcish tribes. She was a hated enemy of many a shaman whose magic often floundered against her fury. After a lifetime of raucous battle, it was old age that eventually claimed her. The sword was passed to her granddaughter, an adventurer, who presumably brought it to Amn. STATISTICS: Equipped Abilities: 10% magic resistance THAC0: +2 bonus Damage: 1D10 +2, +4 extra damage to chaotic evil opponents Damage type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Two-handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Gram the Sword of Grief +5 This is one of the many weapons of the great hero Siegfried. The blade is particularly sharp and well balanced, and in a certain light one can see the faint image of a serpent within the hilt. STATISTICS Combat Abilities: 10% Chance of 2d12 poison damage THAC0: +5 bonus Damage: 1D10 +5 Damage type: slashing Weight: 9 Speed Factor: 5 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Harbinger +3 Two Handed Sword +3: Harbinger When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known. STATISTICS Combat Abilities: Fireball There is a 5% chance per hit that a 10d6 fireball explodes, centered on the target Flesh to Stone All ogres when hit must save vs. spells or be turned to stone THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 10 Speed Factor: 7 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Joril's Dagger +3 Joril's Dagger (Two Handed Sword +3) Joril was a powerful Frost giant that lived with his clan in the Spine of the World. His magic dagger was lost when he was killed by a band of adventurers. Eventually the dagger wound up in the town of Kuldahar where it was reforged so that it could be used as a Two handed sword. STATISTICS Combat Abilities: 25% chance of each hit confusing an opponent for three rounds (save vs. spells to negate effect) THAC0: +3 bonus Damage: 1D10 +3, +1 cold damage Damage type: slashing Weight: 10 Speed Factor: 7 Proficiency Type: Two handed sword Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief Lilarcor Lawrence Lilarcor was well known, not for being brave, but as an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious Treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "Treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a Treant was in the first, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance". It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human. As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt", "Oh yeah! Got 'im good", and "Beware my bite for it might...might...might really hurt or something" is a constant barrage on a warrior's psyche. STATISTICS: Damage: 1D10 +3 THAC0: +3 bonus Damage type: slashing Equipped Abilities: Immune to Charm Immune to Confusion Weight: 10 Speed Factor: 8 Proficiency Type: Two Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Silver Sword Silver Sword This Vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow. STATISTICS: Combat Abilities: 25% chance each hit that target must make a saving throw vs death (-2 penalty) or die. THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 15 Speed Factor: 10 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Soul Reaver +4 Two Handed Sword +4: Soul Reaver A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir to a warrior king. Though they seemed of even skill, Andor grew oddly weaker with each hit of the Baron's family blade. Panicking, he bade his bodyguards kill Eeirk. Despite his claims of morality, some noted that the young noble had positioned his men before the duel was even underway, and though he professed disdain for its dark magic, Andor made a tidy fortune off the sale of the evil blade. STATISTICS Combat Abilities: Each hit makes the target receive a cumulative 2 point penalty to their THAC0 Duration: 20 rounds THAC0: +4 bonus Damage: 1D10 +4 Damage type: slashing Weight: 10 Speed Factor: 6 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Good characters Sword of Chaos +2 Sarevok's Sword of Chaos The blade of Sarevok, brother of ?????, used in the battle they fought in faraway Baldur's Gate. ????? prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. The sword itself defies identification, likely forged specifically for Sarevok to best focus the infernal energy he hoped to control. Much of its power died with him. STATISTICS: Abilities: each hit drains one hit point from the target and transfers it to the wielder. This will not heal beyond the wielder's maximum. Damage: 1D10 +2 THAC0: +2 bonus Damage type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Monk Unholy Reaver Unholy Reaver This dark, two-handed sword radiates evil from a distance and is only usable by anti-paladins. STATISTICS: THAC0: +5 bonus Damage: 1D10 +5 Damage type: slashing Weight: 15 Speed Factor: 5 Proficiency Type: Two Handed sword Type: 2-handed Usable By: Anti-paladin Wakizashis ---------- Kachiko's Wakizashi +3 Kachiko's Wakizashi +3 This sword was the favored weapon of a female warrior named Kachiko. Not much was known about her other than that she hailed from the far eastern lands in Kara-Tur. STATISTICS Combat Ability: drains 2 points of target's wisdom (lasts two rounds) on each hit. Target may save vs. death to avoid wisdom loss. THAC0: +3 bonus Damage: 1d8 +3 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage Yamato +4 The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender". STATISTICS Special Abilities: Grants a +1 bonus to AC when equipped THAC0: +4 bonus Damage: 1d8 +4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage Wands ---------- Wand of Apprenti This wand was created for you by your apprentices, and will randomly cast a variety of three spells, each from a separate elemental source. It apparently has 50 charges. Wand of Cloudkill This wand emits a vapor bubble that travels towards the target exploding into a deadly cloud of noxious gas that expands to fill an area roughly 20 feet in radius. The cloud will instantly kill any creature with 4 HD or less with no saving throw. Any creature with 5 to 6 HD must make a saving throw or be slain. Creatures with greater than 6 HD simply take 1-10 damage for every round that they remain within the cloud. The cloud will dissipate after approximately 1 turn. STATISTICS: Effects: 1-10 damage per round 1-4 HD: Instant death no save 5-6 HD: save vs. spell or instant death Range: 60 ft. Area: 20' radius Duration: 1d4 turns Not usable by: Fighter Cleric Druid Thief Wand of Fear A Wand of Fear strikes terror into the heart of any creature within its target area. This panic is not universal, however, as the stout of heart have been known to resist its magic. Like all wands, the Wand of Fear can only be used a limited number of times before it is destroyed. STATISTICS: Special: Cause enemies to run in fear unless they save vs. spells Range: 100 ft Area: 20 ft radius Duration: 15 rounds Not usable by: Fighter Thief Wand of Wonder Wand of Wonder Only those with a gambling streak dare use this wand in battle. When triggered it is, at best, unpredictable and, at worst, suicidal. The whimsical mage Malimak created it as a gift for a rival, though more as a prank than with hurtful intent. The recipients's reaction is not known, though Malimak relocated shortly thereafter. It should be used with caution, or not at all. STATISTICS Special Abilities: Random effects appear each time the wand is used Thanks ---------- Shout outs to the following people: Tiffany a/k/a J.C. Chasez (Shuh-zay NOT Cha-zez!), Julia a/k/a The Biggest Eskimo In Town, Andrew a/k/a Moo, Anthony a/k/a Ony, Alisha a/k/a Ali, Austin a/k/a The Baby Austin, Meghan a/k/a Basil, Jessica, Sonja (I love both of you), Ma, Da, Grandma, Grandpa, Oreo, Ong Noi, Ba Noi, Uncle Tam, Uncle Bao, Auntie Bay, Auntie Diu, Uncle Tony, Auntie Sau, Auntie Nam, Uncle Tri, Peco, Justin Randall, "Loud" Lou, Fred, Henry-D, Denniz, and last but certainly not least...I'd like to thank GameFAQs for posting this guide. If I forgot you...just because you're not on this doesn't mean you're not in my heart! War Hammers ---------- Crom Faeyr 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 is user 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 Hammer of Thunderbolts +3 Hammer of Thunderbolts 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 Runehammer +4 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 Runehammer +5 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 Version History ---------- 1.0- 09/26/00 I WILL do a better job on this FAQ 2.0- 09/28/00 A few more items were added 3.0- 09/30/00 The last update for September 4.0- 10/03/00 I'm two days late, but happy birthday, Tiffany 5.0- 10/07/00 A couple of items were put into the FAQ 6.0- 10/08/00 I added a few ordinary items to the listing 7.0- 10/09/00 I put in several items that I just found in the game 8.0- 10/11/00 To J and S, "I built my dreams around you." 9.0- 10/13/00 I put in a few more categories 10.0- 10/14/00 As usual, more item descriptions have been added 11.0- 10/18/00 Rest in peace Mommy's uncle; she misses you 12.0- 10/21/00 I will improve myself 13.0- 10/22/00 Happy birthday Oreo 14.0- 10/23/00 I swear that I will finish this thing no matter what 15.0- 10/24/00 This has become my first 100 KB FAQ 16.0- 10/27/00 My website was nice while it lasted 17.0- 10/31/00 Happy Halloween!!! 18.0- 11/05/00 I'm four days late, but happy birthday, Mommy 19.0- 11/23/00 Happy Thanksgiving everyone! 20.0- 12/02/00 The 20th update has happened 21.0- 06/23/01 Sorry about the delay, I was waiting for the expansion 22.0- 07/28/01 Lots of items from the expansion were added 23.0- 10/14/01 One more item added Feel free to contact me if there are any mistakes or questions. This document Copyright 2000 "DTJAAAAMJS" I do not give my permission for this guide to be used for anything unless you have asked me. If you would like to use it, please contact me at DTJAAAAMJS@Yahoo.com. Thank you.