@1000 = ~Amulet~ @1001 = ~Amulet of Protection +1~ @1002 = ~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.~ @1003 = ~Amulets, cloaks and rings of this sort are infused with protective spells, and are among the most popular and numerous magic items on the market. The original design may have originated in the earliest of arcane guilds, but the current makers of these items are varied and widespread. Unfortunately multiple protective enchantments of these kind don't stack, and thus no other amulet, cloak, or ring of protection can be worn while wearing this amulet. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Not Usable By: Wizard Slayer~ @1004 = ~Shield Amulet~ @1005 = ~Made by the Harpell clan of wizards in Longsaddle, these simple but elegant amulets generate a large shield-sized invisible wall of force that stays with the wearer and protects him as if it were a normal shield. This special creation can be activated and deactivated at will, and so does not encumber nor interfere with arcane spellcasting. STATISTICS: Equipped Abilities: Armor Class: +2 bonus Not Usable By: Wizard Slayer~ @1006 = ~Amulet of Metaspell Influence~ @1007 = ~The Amplifier Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by practitioners of magic. It was created by Elairdrin Mellwith who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this end the Amplifier served his purpose well. It was later taken from him by a wizardress with a more destructive intent, but records detailing the change of hands vary widely. STATISTICS: Equipped Abilities: Immunity to silence Casting Speed: +1 bonus Usable By: Bard Cleric Druid Mage Paladin Ranger~ @1008 = ~Greenstone Amulet~ @1009 = ~Creatures that attack the mind are the stuff of nightmares, so it is not surprising that items protecting against them might acquire some of their disrepute. Greenstone amulets, for example, have been linked to a claim that when the drow first retreated underground they fed on intellect devourers, and that eating such a creature without wearing a greenstone amulet produced a mind flayer. This is all, of course, nothing more than superstitious tavern talk. Nonetheless these mind shielding amulets are indeed used by drows who have to deal with the illithids, as they call them, being it a peaceful deal, or a not so peaceful one. These highly prized items are fist-sized green stone worked into some kind of smooth shape, usually like a flattened egg, but sometimes like a shield or helmet. When worn, the greenstone protects the wearer from all forms of mind attacks, including psionics. Note: it does not confer complete immunity to psionics. STATISTICS: Equipped Abilities: Mind Shield: confers protection against many forms of mind-affecting magic, such as charm, confusion, domination, fear, feeblemind, hold, sleep, and psionics Not Usable By: Wizard Slayer~ @1010 = ~Silver Charm~ @1011 = ~Amulets are necklaces with some form of large decoration or symbol. Most are ornamental, but some such as this one are potent magic items. Lore holds that shapeshifters and some fiends are especially vulnerable to the bite of silver weaponry, and this amulet containing powdered silver seems to protect the wearer from the attacks of those creatures. STATISTICS: Equipped Abilities: Silver Glow: +2 bonus to AC and saving throws vs. werewolves and vampires Not Usable By: Wizard Slayer~ @1012 = ~Amulet of Magic Shielding~ @1013 = ~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 being imprisoned or killed. STATISTICS: Equipped Abilities: Energy Resistance: +10% bonus Saving Throws: +1 bonus Not Usable By: Wizard Slayer~ @1014 = ~Kaligun's Amulet of Magic Resistance~ @1015 = ~This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil, was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic, he wore this amulet along with other magical protections. Overconfident in these protections, Kaligun finally died when he foolishly ambushed three high level Red Wizards who lowered his magic resistance before destroying him with their spells. STATISTICS: Special Abilities (once per day): Magic Resistance (15th caster level) Equipped Abilities: Magic Resistance: +10% bonus Not Usable By: Wizard Slayer~ @1016 = ~Amulet of Power~ @1017 = ~Arduelth, a young witch, had spent her life living under the shadow of Thay, and wished to study for a magical means to empower Rashemen, so she left on a dajemma - the customary Rashemi journey of self-discovery. Years later she returned, a haunted look in her eyes. Around her neck she wore an amulet that glowed with power - only the first of the artifacts she claimed to have learned how to create. She spoke long and passionately of how they could make use of such items - to not only bring peace to Rashemen, but break the back of Thay. The hathrans narrowed their eyes behind their masks as she spoke, fearing the young woman's intensity: but they listened, and gravely made her one of them. Before long, the witches began to regret their decision. The young woman seemed obsessed with the idea of creating more items of greater and more sinister properties... and her plans grew more and more elaborate, from freeing the slaves of Thay to enslaving the Red Wizards in their place, sapping them of their power for her own devices. It was suspected that Arduelth had become a durthan, eternal enemy of the hathrans - but another witch saw once that she communed with something far darker. Though the young woman still dreamed of peace and freedom for her people, she had given herself over to a dark entity - her pure intentions savaged by the lengths she would dare go to achieve them. Though it seems Arduelth's life has come to an end, the amulet still glows with a same promising light... STATISTICS: Equipped Abilities: Caster Level: +2 bonus Arcane and divine casters can memorize one extra spell of each level from 1st to 4th Usable By: Bard Cleric Druid Mage Paladin Ranger~ @1018 = ~Periapt of Proof Against Poison~ @1019 = ~This periapt, which has to be be worn next to the skin, makes the wearer immune to all poisons. Items with similar functions are in common circulation, created for nobles or merchants fearing poison. Eunuchs from Kara-Tur wear amulets such as this when sampling their emperor's food, and The Purple Dragons use rings with similar powers to protect the Obarskyr royal family from assassination attempts. STATISTICS: Equipped Abilities: Immunity to poison effects Not Usable By: Wizard Slayer~ @1020 = ~Periapt of Life Protection~ @1021 = ~Natnea Chesh was one of the first priestesses of Kelemvor in the Moonshae Islands, and became known as "The Defender of the Dead", when she helped stop a necromancer from raising an army of undead. As a gift for her heroic deeds, Kelemvor gave her this amulet, along with the secret of making copies for other clerics dedicated to the destruction of powerful undead creatures. A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: 'Against Death we must all fail, but with this gem we may still prevail!' STATISTICS: Equipped Abilities: Immunity to death & level drain effects Not Usable By: Wizard Slayer~ @1022 = ~Necklace of Form Stability~ @1023 = ~Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often the offender would spend several weeks transformed into some form of wild beast or a statue for her garden, a practice 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 protect him from her most powerful alteration spells, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him. STATISTICS: Equipped Abilities: Immunity to disintegration, petrification & polymorph effects Not Usable By: Wizard Slayer~ @1024 = ~Amulet of Spell Warding~ @1025 = ~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. These potent defensive amulets are much in demand in areas where duels between rival spellcasters are common. Armed with one of these items, even a relatively inexperienced caster can withstand the attack of an archmage - albeit briefly. STATISTICS: Special Abilities: Spell Deflection (1x per day) Equipped Abilities: Saving Throws: +2 bonus Not Usable By: Wizard Slayer~ @1026 = ~Amulet of Cheetah Speed~ @1027 = ~Shamans of many barbarian clans have long looked upon the cheetah as one of the most nimble and swift hunters. Warriors of these clans rely on agility and quick movements instead of pure strength and they get across the battlefield like a whirlwind. Barbarian shamans would sometimes create spells that would temporarily imbue the warriors with inhuman quickness and fleetness of foot. However, since these spells were temporary, often times the spell would wear off at inopportune times. Thus a group of barbarian shamans once congregated to find a way to better harness the swift agility of the cheetah. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic to create such items. Then one day, the shamans returned to their respective clans, each holding a small necklace, with a pendant that resembled a cheetah's paw. The shamans gave this pendant to their strongest warrior of each clan. Once placed around the neck of the warrior, the speed of the cheetah filled their powerful bodies. From then on, the Amulet of Cheetah Speed, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with an amulet such as this. STATISTICS: Special Abilities: Improved Haste (1x per day) Equipped Abilities: Dexterity: +1 bonus Attack Speed: +2 bonus Movement Rate: +2 bonus Saving Throws: +2 bonus vs. breath Not Usable By: Monk Wizard Slayer~ @1028 = ~Amulet of the Seldarine~ @1029 = ~A reward from the Elven Queen Ellesime for saving the Tree of Life, this holy talisman borders on the power of artifacts. STATISTICS: Equipped Abilities: Charisma: +1 bonus Magic Resistance: +10% bonus Protection from Evil: +2 bonus to AC and saving throws vs. evil creatures Usable By: All~ @1030 = ~Amulet of the Master Harper~ @1031 = ~Ciressa Gind'ra was a cunning arcane trickster who infiltrated the Night Masks for the Harpers, before she was found drowned in a two-inch puddle outside her residence. To infiltrate them, Ciressa created an amulet that allowed her to boost her abilities to that of a master thief. One night she used it to break into the Night King's private quarters. Unfortunately, she didn't anticipate the Night King's Faithful Hound, who was summoned to guard the room. The phantom watchdog immediately commenced a loud barking, revealing her presence to the Night King himself. When he was finished with her, he took the amulet, and since it had qualities useful for many adventurers, he made copies of it, which he sold throughout the land. STATISTICS: Equipped Abilities: Lore: +10 bonus Armor Class: +1 bonus Find Traps: +20% bonus Lockpicking: +20% bonus Detect Illusions: +20% bonus Saving Throws: +2 bonus vs. spell Usable By: Thief~ @1032 = ~Arrow~ @1033 = ~The flight arrow, as its name implies, is built for distance. These lightweight arrows are often used for hunting. Most such arrows are made of ash or birch, and are 30 to 40 inches long. STATISTICS: Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1034 = ~Arrow +1~ @1035 = ~The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long.~ @1036 = ~The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. Minor enchantments guarantee magical arrows improved accuracy. STATISTICS: THAC0: +1 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1037 = ~Acid Arrow +2~ @1038 = ~This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Combat Abilities: Acidic: inflicts 1D4 acid damage each round for 2 rounds THAC0: +2 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1039 = ~Arrow of Biting~ @1040 = ~The Arrow of Biting was designed as a deadly complement to the archer. The barbed arrow tip has been coated in a nasty poison that will infiltrate the bloodstream of its victims, causing agony and oft-times, death. STATISTICS: Combat Abilities: Envenomed: creatures struck by the weapon suffer 1 damage each second for 4 rounds (save vs. poison neg.) Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1041 = ~Arrow of Detonation~ @1042 = ~This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel, affecting all within the area. This explosion occurs even if the target is immune to the arrow's damage. STATISTICS: Combat Abilities: Explosion: 6D6 fire damage in a 30' radius on impact (save vs. breath half) Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1043 = ~Arrow of Dispelling +1~ @1044 = ~The Arrow of Dispelling will remove all magical enchantments affecting its target. STATISTICS: Combat Abilities: Dispelling: removes all magical effects from the target (save vs. spell neg.) THAC0: +1 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1045 = ~Arrow of Fire +1~ @1046 = ~The Arrow of Fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set aflame. STATISTICS: Combat Abilities: Flaming: creatures struck suffer 1D3 fire damage THAC0: +1 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1047 = ~Arrow of Ice +1~ @1048 = ~The Arrow of Ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Combat Abilities: Icy: creatures struck suffer 1D3 cold damage THAC0: +1 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1049 = ~Arrow of Piercing +3~ @1050 = ~The Arrow of Piercing is long and thin, imbued with powerful magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Combat Abilities: Piercing: target suffers 2D6 piercing damage (save vs. death neg.) THAC0: +3 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1051 = ~Arrow +2~ @1052 = ~These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, and almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: THAC0: +2 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1053 = ~Arrow +3~ @1054 = ~These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, and almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: THAC0: +3 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @1055 = ~Battle Axe~ @1056 = ~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: 6 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1057 = ~Battle Axe +1~ @1058 = ~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.~ @1059 = ~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 axe is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1060 = ~Battle Axe +2~ @1061 = ~The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 6 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1062 = ~Throwing Axe~ @1063 = ~The hand axe, or throwing axe, is also known as a hatchet. The axe's blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom, and the head may have a spike on the top. STATISTICS: Damage: 1D6 + 1 Damage type: missile Weight: 3 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1064 = ~Bala's Axe~ @1065 = ~Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race, he was even more filthy and obnoxious than the average gully dwarf. Sickened by his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench which overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates, especially considering a detect magic spell reveals the axe has no magical properties. After a lengthy career of mage slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. STATISTICS: Combat Abilities: Dispelling: removes all magical effects from the target (save vs. spell neg.) THAC0: +1 bonus Damage: 1D8 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1066 = ~Hangard's Axe +1~ @1067 = ~The hand axe, or throwing axe, is also known as a hatchet. The axe's blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom, and the head may have a spike on the top.~ @1068 = ~Hangard's Axe of Hurling Originally part of a set and named "Axe of the Coming Storm", this axe has seen battle countless times and it was the pride of the Thunderkind Corps until their dissolution in 1095 DR. Unfortunately, any individual acts of heroism accomplished with these weapons have been forgotten, forever overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard's Axe is the only one of the lot individually remembered, losing its original name because of the dwarf habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made Shocking: creatures struck suffer 1D4 electrical damage THAC0: +1 bonus Damage: 1D6 + 2 Damage type (melee): slashing Damage type (thrown): missile Weight: 3 Speed Factor: 3 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1069 = ~Rifthome Axe +2~ @1070 = ~These items are vexing to modern sages, since their creator remains completely unknown. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerun has claimed a kinship with the mysterious smith, and further investigations are met with gruff explanations and eventually stony silence. This has caused some to speculate that it may not be the product of a terrestrial dwarven hand, but rather of some extra-planar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosey scholars. STATISTICS: Combat Abilities: Screaming: 20% chance target flees in terror for 2 rounds (save vs. spell neg.) Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 1D6 + 3 Damage type (melee): slashing Damage type (thrown): missile Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1071 = ~Azuredge +3~ @1072 = ~Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status, and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: Disruption: undead creatures are destroyed (save vs. spell neg.) Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead Returning: returns to the wielder's hand instantly after an attack is made THAC0: +1 bonus Damage: 1D6 + 2 Damage type (melee): slashing Damage type (thrown): missile Weight: 3 Speed Factor: 3 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1073 = ~Stonefire +2~ @1074 = ~The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately the Stonefires were decimated in 1150DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in the hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing. STATISTICS: Combat Abilities: Flaming: creatures struck suffer 1D4 fire damage THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 6 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1075 = ~Frostreaver +1~ @1076 = ~This was the axe of Illgarth, a mighty and deranged warrior 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 his unfortunate victims. With its icy blade he maimed those not killed, and the berserker 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 Abilities: Icy: creatures struck suffer 1D4 cold damage Chilling: 33% chance target is slowed for 3 rounds (save vs. spell neg.) THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1077 = ~Axe of the Unyielding +3~ @1078 = ~Lonesome Road This was the weapon of a cursed soul, doomed to wander the length and breadth of Faerun for his crimes against the elves of Myth Drannor. Denell Harband was a human involved with the creation of the "Halfaxe Trail." Under the orders of his commander, Halvan the Dark, he forged ahead through elven forests despite protests and repeated attacks. When he was finally captured by the elves, he stated emphatically that he was free of guilt because he was just following his orders. The elven council deemed that Denell be placed under a High Geas to carry his axe from the Sword Coast of Faerun to its borders in the east, and from the Great Glacier to Lurien. It took Denell thirty years to complete his task. When he finished, he was an accomplished warrior, weathered and beaten by years on foreign roads. On his way back to his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark raised proudly in a small town square. With a single-handed blow, he lodged his huge axe into Halvan's forehead. Never breaking stride, he decided to extend his never ending journey indefinitely, and he was last seen disappearing in the deepest caverns beneath the Marching Mountains. STATISTICS: Equipped Abilities: Maximum Hit Points: +10 bonus Regeneration: 1 hp/round THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1079 = ~Axe of the Unyielding +4~ @1080 = ~Lonesome Road This was the weapon of a cursed soul, doomed to wander the length and breadth of Faerun for his crimes against the elves of Myth Drannor. Denell Harband was a human involved with the creation of the "Halfaxe Trail." Under the orders of his commander, Halvan the Dark, he forged ahead through elven forests despite protests and repeated attacks. When he was finally captured by the elves, he stated emphatically that he was free of guilt because he was just following his orders. The elven council deemed that Denell be placed under a High Geas to carry his axe from the Sword Coast of Faerun to its borders in the east, and from the Great Glacier to Lurien. It took Denell thirty years to complete his task. When he finished, he was an accomplished warrior, weathered and beaten by years on foreign roads. On his way back to his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark raised proudly in a small town square. With a single-handed blow, he lodged his huge axe into Halvan's forehead. Never breaking stride, he decided to extend his never ending journey indefinitely, and he was last seen disappearing in the deepest caverns beneath the Marching Mountains. Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now a most fearsome weapon - a vorpal-edged axe capable of severing an opponents head with a single blow. STATISTICS: Equipped Abilities: Maximum Hit Points: +10 bonus Regeneration: 1 hp/round Combat Abilities: Vorpal: 10% chance target dies (save vs. death at -2 penalty neg.) THAC0: +4 bonus Damage: 1D8 + 4 Damage type: slashing Weight: 7 Speed Factor: 3 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1081 = ~K'logarath +4~ @1082 = ~The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. STATISTICS: Combat Abilities: Slicing: creatures struck suffer 2D6 slashing damage (save vs. death neg.) Knockback: target is knocked back unconscious for 1 round (save vs. death neg.) Returning: returns to the wielder's hand instantly after an attack is made THAC0: +4 bonus Damage: 1D6 + 5 Damage type (melee): slashing Damage type (thrown): missile Weight: 3 Speed Factor: 0 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1083 = ~Battle Axe +3~ @1084 = ~The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 6 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1085 = ~Girdle~ @1086 = ~Golden Girdle~ @1087 = ~Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like.~ @1088 = ~Swordsman's Belt To honor those warriors who accomplish great deeds within the ranks of the Purple Dragon Knights, King Azoun IV had the Royal Magician Vangerdahast create several of these belts. His daughter, Alusair, now continues that tradition, occasionally offering these belts to entice proven adventurers into joining the ranks of the Purple Dragons. STATISTICS: Equipped Abilities: Armor Class: +4 bonus vs. slashing weapons Weight: 1 Not Usable By: Wizard Slayer~ @1089 = ~Girdle of Bluntness~ @1090 = ~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 singlehandedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The surviving giants fled to neighboring lands. STATISTICS: Equipped Abilities: Armor Class: +4 bonus vs. blunt weapons Weight: 1 Not Usable By: Wizard Slayer~ @1091 = ~Girdle of Piercing~ @1092 = ~The life of a swashbuckler is full of bravery, grand adventure, and epic fencing duels. Aside from being remarkably good-looking, this belt allow the wearer to dodge opponent's strikes with great flair. Highly prized by thieves and mages alike, belts such as this allow even a relatively inexperienced adventurer to avoid the thrusting attacks of an assassin's dagger or a bandit's short sword. STATISTICS: Armor Class: +4 bonus vs. piercing weapons Weight: 1 Not Usable By: Wizard Slayer~ @1093 = ~Girdle of Beatification~ @1094 = ~Priests of the Red Knight in the Citadel of Strategic Militancy, just north of Baldur's Gate, consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the Order of the Red Falcons. Thom wore the girdle proudly until he fell into severe debt in his later years. To his undying regret, he auctioned it off to a well-known priest of Tempus. Note: Bless effect is not cumulative with other similar magic. STATISTICS: Equipped Abilities: Blessing: wearer is under the effects of a Bless spell, which raises morale by 1, and grants +1 bonus to attack and damage rolls Wearer is unaffected by Doom and the negative effects of Chant or similar spells Weight: 1 Not Usable By: Wizard Slayer~ @1095 = ~Girdle of Priestly Might~ @1096 = ~These items first appeared after the Time of Troubles, and Priests of Mystra took it to be a sign that the goddess had regained her power. It is not known exactly how many other girdles of this type have appeared in the Realms. Given the new, more active stance that powers have been forced to take in the Realms, it is thought that there may be more than a few of these items, and that many deities may have granted such girdles to their more devoted and powerful followers. STATISTICS: Equipped Abilities: Strength: +2 bonus Armor Class: +1 bonus Weight: 1 Not Usable By: Wizard Slayer~ @1097 = ~Girdle of Giant Strength~ @1098 = ~As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away. STATISTICS: Equipped Abilities: Strength: +3 bonus Weight: 1 Not Usable By: Wizard Slayer~ @1099 = ~Girdle of Trollish Fortitude~ @1100 = ~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 previous 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: Regeneration (1x per day): 1 hp/sec for 1 turn Equipped Abilities: Maximum Hit Points: +20 bonus Weight: 1 Not Usable By: Wizard Slayer~ @1101 = ~Belt of Inertial Barrier~ @1102 = ~When worn, this belt creates a dense curtain of air around the wearer, forming a barrier which provides superior protection against breath attacks as well as missile weapons. The barrier is not strong enough to keep enemies out, but it can slow them a bit. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon. STATISTICS: Equipped Abilities: Saving Throws: +3 bonus vs. breath Missile Damage Resistance: +20% bonus Inertial Barrier: opponents within 10' suffer a -1 penalty to THAC0, damage, and speed factor Weight: 1 Not Usable By: Wizard Slayer~ @1103 = ~Girdle of the Champion~ @1104 = ~Graena's Triumph The famous barbarian explorer Graena was a member of the Sky Pony tribe of the Uthgardt northerners. When she tried to leave the tribe to seek her fortune in southern lands, the elders of the tribe told her she could not leave. At that time, only men were allowed to leave the tribe. The elders believed women were too valuable to let go. In order to prove herself to the elders, Graena had to run a gauntlet of the strongest warriors in the tribe and wrest the belt of the head warrior from his body. Graena underwent the challenge and emerged bloody and broken, but victorious. According to tribal law, she was now the head warrior of the tribe and effectively male. The elders knew she was going to leave, but they gave her a warrior's name, Graena Blood-Has-Dried. She left the tribe, relinquished her position to the old head warrior, and returned his belt to him. But before she left, she swore to never harm a member of the tribe if she encountered one in the future. Years later, she looked back on that fateful day and felt pride in the fact that she had beaten the greatest men of her tribe. She had a girdle constructed that looked identical to the one she had won. Not content to stop there, she had a priest of Tempus bless it with a powerful enchantment. Graena was wearing her belt when she died fighting a group of fire giants near the Marching Mountains. STATISTICS: Equipped Abilities: Strength: +3 bonus Immunity to fear effects Weight: 1 Not Usable By: Wizard Slayer~ @1105 = ~Club~ @1106 = ~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~ @1107 = ~Flail~ @1108 = ~A flail consists of 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 a chain link. The flail was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 + 1 Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1109 = ~Flail +1~ @1110 = ~A flail consists of 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 a chain link. The flail was originally used as a tool for threshing grain.~ @1111 = ~A flail consists of 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 a chain link. The flail was originally used as a tool for threshing grain. This flail is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1112 = ~Mace~ @1113 = ~The mace is a direct descendent of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The design of the head varies: some are 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 Monk Beast Master~ @1114 = ~Mace +1~ @1115 = ~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.~ @1116 = ~The mace is a direct descendent of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The design of the head varies: some are spiked, others flanged, and still others have pyramidal knobs. This mace is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: 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 Monk Beast Master~ @1117 = ~Morning Star~ @1118 = ~A morning star consists of 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. Such weapons have round, oval, or cylindrical shaped heads 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: 9 Speed Factor: 7 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1119 = ~Morning Star +1~ @1120 = ~A morning star consists of 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. Such weapons have round, oval, or cylindrical shaped heads studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.~ @1121 = ~A morning star consists of 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. Such weapons have round, oval, or cylindrical shaped heads studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. This morning star is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 2D4 + 1 Damage type: crushing Weight: 9 Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1122 = ~Kiel's Morning Star +3~ @1123 = ~This is the morningstar of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted. STATISTICS: *CURSED* Equipped Abilities: Berserking: the wielder goes berserk and totally out of control whenever a fight takes place Immunity to charm & confusion effects THAC0: +3 bonus Damage: 2D4 + 3 Damage type: crushing Weight: 9 Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1124 = ~The Root of the Problem +3~ @1125 = ~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.~ @1126 = ~This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. Although civilized areas were affected considerably, the true victims were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those who remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land, taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed upon the item its ironic name, though the humor is not appreciated among nature's more devout followers. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: Entangling: 33% chance target is entangled for 2 rounds (save vs. breath neg.) Monster Bane: additional +2 bonus to THAC0 and +6 bonus to damage against monsters THAC0: +1 bonus Damage: 1D6 + 1 Damage type: crushing Weight: 3 Speed Factor: 3 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Usable By: Druid~ @1127 = ~Mace of Disruption +3~ @1128 = ~Possibly the singular most popular weapon amongst the ranks of Lathander's clerics, the mace of disruption is the bane of the undead. It is rumored that the last cleric carrying such a weapon in Thay was caught by Szazz Tam and flayed alive, before being turned into a zombie servant. This heavy mace was created for a very specific purpose: to slay undead. Any undead creature hit by it not only feels the sting of the weapon, but also has a chance of being blasted from existence. There are legends that speak of a priest so holy that a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: Disruption: undead creatures are destroyed (save vs. spell neg.) Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead 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 Monk Beast Master~ @1129 = ~Flail +2~ @1130 = ~A flail consists of 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 a chain link. The flail was originally used as a tool for threshing grain. This particular flail has been magically enhanced. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 10 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1131 = ~Flail of Ages +3~ @1132 = ~This flail has been in the care of Lord de'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 de'Arnise was likely concerned about the powerful magic that the weapon radiates when assembled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity with 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 (20% chance each): Cold Head: 1D3 cold damage, slow target for 3 rounds Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 10 Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1133 = ~Morning Star +2~ @1134 = ~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.~ @1135 = ~A morning star consists of 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. Such weapons have round, oval, or cylindrical shaped heads studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of its kind. STATISTICS: THAC0: +2 bonus Damage: 2D4 + 2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1136 = ~The Sleeper +2~ @1137 = ~This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarf and gnomish brigands, using the Sleeper to keep them in line. The weapon has a chance to incapacitate any opponent by inducing deep slumber, though elves are conveniently immune. STATISTICS: Combat Abilities: Sleeping: 33% chance target will fall asleep for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 2D4 + 2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1138 = ~Wyvern's Tail +2~ @1139 = ~The large spike at the head of this morningstar is actually the lethal stinger of a wyvern. The mage-fighter Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon, that pulses with life in the hands of its wielder. STATISTICS: Combat Abilities: Venomous: creatures struck by the weapon suffer 1 damage each second for 2 rounds (save vs. poison neg.) THAC0: +2 bonus Damage: 2D4 + 2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1140 = ~Skullcrusher +3~ @1141 = ~This mace is permanently bloodstained, a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those who wielded it seem to have been purposely left out of historic records. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: Bone Breaking: each hit reduces target's maximum hit points by 3 for 1 turn Crushing Blow: 5% chance of inflicting 20 crushing damage Human Bane: additional +2 bonus to THAC0 and +6 bonus to damage against humanoids 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 Monk Beast Master~ @1142 = ~Mauler's Arm +1~ @1143 = ~Jurrg the Mauler was a proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly, and clearly couldn't meet the traditional requirement of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he conspired to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after. STATISTICS: Equipped Abilities: Strength: +2 bonus (+75 exceptional) THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief Monk Beast Master~ @1144 = ~Ardulia's Fall +2~ @1145 = ~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 Abilities: Enfeebling: target is slowed and suffers a -1 penalty to THAC0 and AC for 1 round (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1146 = ~Mace +2~ @1147 = ~The mace is a direct descendent of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The design of the head varies: some are spiked, others flanged, and still others have pyramidal knobs. The shaft of this magical mace seems to guide the wielder, becoming an extension of his or her hand. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1148 = ~Blackblood +2~ @1149 = ~This oak club is coated with darkened, dried globs of a tar-like substance. During battle this substance glows black with an inner light, and becomes thick and fluid. When the club strikes an opponent, it delivers additional acid damage from the liquid splashing over the victim. STATISTICS: Combat Abilities: Acidic: creatures struck suffer 1D4 acid damage Acid Splash: 10% chance of inflicting 4D4 acid damage to target and opponents within 5' THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 3 Speed Factor: 2 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage~ @1150 = ~Bone Club +3~ @1151 = ~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. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: Dooming: target suffers a -1 penalty to THAC0, damage, and saving throws for 4 rounds (save vs. spell neg.) Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead THAC0: +1 bonus Damage: 1D6 + 1 Damage type: crushing Weight: 3 Speed Factor: 3 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage~ @1152 = ~Gnasher +2~ @1153 = ~Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests. STATISTICS: Combat Abilities: Slivers: inflicts 2 piercing damage each round for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 3 Speed Factor: 2 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage~ @1154 = ~Mace of Disruption +4~ @1155 = ~Possibly the singular most popular weapon amongst the ranks of Lathander's clerics, the mace of disruption is the bane of the undead. It is rumored that the last cleric carrying such a weapon in Thay was caught by Szazz Tam and flayed alive, before being turned into a zombie servant. This heavy mace was created for a very specific purpose: to slay undead. Any undead creature hit by it not only feels the sting of the weapon, but also has a chance of being blasted from existence. There are legends that speak of a priest so holy that a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more potent undead. Note: always considered to be of +4 enchantment when determining what it can hit. STATISTICS: Equipped Abilities: Immunity to level drain effects Combat Abilities: Disruption: undead creatures are destroyed (save vs. spell neg.) Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1156 = ~Club of Detonation +3~ @1157 = ~Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth. Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon's weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion. Unileth's champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth's champion promptly dropped his weapon and fled in terror. Nysrogh reached out to claim the champion's discarded club as a symbol of his victory. But as the demon's clawed hand touched the surface of the club he was encircled by a spell of imprisonment, for which he was completely unprepared. Unileth's ploy had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club. The crude wooden club still burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath manages to escape in a fiery blast. STATISTICS: Equipped Abilities: Immunity to normal weapons Combat Abilities: Detonation: 5% chance of inflicting 6D6 fire damage to target and opponents within 15' radius Flaming: creatures struck suffer 1D6 fire damage THAC0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage~ @1158 = ~Club of Detonation +4~ @1159 = ~Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth. Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon's weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion. Unileth's champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth's champion promptly dropped his weapon and fled in terror. Nysrogh reached out to claim the champion's discarded club as a symbol of his victory. But as the demon's clawed hand touched the surface of the club he was encircled by a spell of imprisonment, for which he was completely unprepared. Unileth's ploy had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club. The enchantments from the Ring of Fire Resistance makes the demon spirit trapped within this weapon easier to control, though the wrath of the creature may occasionally still be released without warning. STATISTICS: Special Abilities: Protection from Magical Weapons (1x per day) Equipped Abilities: Immunity to normal weapons Fire Resistance: +40% bonus Combat Abilities: Detonation: 10% chance of inflicting 6D6 fire damage to target and opponents within 15' radius Flaming: creatures struck suffer 1D6 fire damage THAC0: +4 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 3 Speed Factor: 0 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage~ @1160 = ~Storm Star +3~ @1161 = ~This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms. Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular arcs of lightning when wielded, a visible manifestation of the powerful electrical enchantments infused within the weapon's head. STATISTICS: Combat Abilities: Shocking: creatures struck suffer 1D6 electrical damage Chain Lightning: 15% chance lightning leaps at nearby enemies dealing 3D6 electrical damage THAC0: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Mace Type: 1-handed Requires: 5 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1162 = ~Storm Star +4~ @1163 = ~This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms. Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular arcs of lightning when wielded, a visible manifestation of the powerful electrical enchantments infused within the weapon's head. Storm Star's already formidable abilities have been further enhanced by the addition of the otherworldly Starfall Ore. This strange material comes from the core of a meteorite, which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties. STATISTICS: Combat Abilities: Shocking: creatures struck suffer 1D6 electrical damage Chain Lightning: 15% chance lightning leaps at nearby enemies dealing 3D6 electrical damage Call Lightning: 5% chance to call forth a lightning storm; each round for 4 rounds one opponent is struck for 4D6 electrical damage THAC0: +4 bonus Damage: 1D6 + 5 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Mace Type: 1-handed Requires: 5 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1164 = ~Flail of Ages +5~ @1165 = ~This flail has been in the care of Lord de'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 de'Arnise was likely concerned about the powerful magic that the weapon radiates when assembled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity with 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. With the addition of the fifth and final head, the true potential of the Flail of Ages is finally realized. STATISTICS: Combat Abilities (20% chance each): Cold Head: 1D5 cold damage, slow target for 3 rounds Fire Head: 1D5 fire damage, -2 penalty to THAC0 for 3 rounds Acid Head: 1D5 acid damage, -2 penalty to AC for 3 rounds Poison Head: 1D5 poison damage, 1 hp/second poison for 2 rounds Electric Head: 1D5 electrical damage, stun for 1 round Note: targets can save vs. spell at a -4 penalty to avoid the secondary effects but will still suffer elemental damage. THAC0: +5 bonus Damage: 1D6 + 6 Damage type: crushing Weight: 10 Speed Factor: 2 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @1166 = ~Flail of Ages +4~ @1167 = ~This flail has been in the care of Lord de'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 de'Arnise was likely concerned about the powerful magic that the weapon radiates when assembled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity with 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. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities (20% chance each): Cold Head: 1D4 cold damage, slow target for 3 rounds Fire Head: 1D4 fire damage, -2 penalty to THAC0 for 3 rounds Acid Head: 1D4 acid damage, -2 penalty to AC for 3 rounds Poison Head: 1D4 poison damage, 1 hp/second poison for 2 rounds Note: targets can save vs. spell at a -2 penalty to avoid the secondary effects but will still suffer elemental damage. THAC0: +4 bonus Damage: 1D6 + 5 Damage type: crushing Weight: 10 Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @1168 = ~This flail has been in the care of Lord de'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 de'Arnise was likely concerned about the powerful magic that the weapon radiates when assembled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity with 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. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities (20% chance each): Cold Head: 1D4 cold damage, slow target for 3 rounds Fire Head: 1D4 fire damage, -2 penalty to THAC0 for 3 rounds Acid Head: 1D4 acid damage, -2 penalty to AC for 3 rounds Electric Head: 1D4 electrical damage, stun for 1 round Note: targets can save vs. spell at a -2 penalty to avoid the secondary effects but will still suffer elemental damage. THAC0: +4 bonus Damage: 1D6 + 5 Damage type: crushing Weight: 10 Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @1169 = ~Club +3~ @1170 = ~Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage~ @1171 = ~Flail +3~ @1172 = ~A flail consists of 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 a chain link. The flail was originally used as a tool for threshing grain. This particular flail has been magically enhanced. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 10 Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1173 = ~Mace +3~ @1174 = ~The mace is a direct descendent of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The design of the head varies: some are spiked, others flanged, and still others have pyramidal knobs. In this case, the head is pyramidal, and seems to glow with an inner blue light as it sits atop a polished oak shaft. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1175 = ~Morning Star +3~ @1176 = ~A morning star consists of 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. Such weapons have round, oval, or cylindrical shaped heads studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of its kind. STATISTICS: THAC0: +3 bonus Damage: 2D4 + 3 Damage type: crushing Weight: 9 Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1177 = ~Ice Star +4~ @1178 = ~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: Equipped Abilities: Fire Resistance: +40% bonus Combat Abilities: Bitter Cold: penetrating ice shards deal 1D4 cold damage and 1D4 piercing damage THAC0: +4 bonus Damage: 2D4 +4 Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1179 = ~Bolt~ @1180 = ~Quarrels, or bolts, are the ammunition fired by crossbows, regardless of the weapon's size. STATISTICS: Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1181 = ~Bolt +1~ @1182 = ~Quarrels, or bolts, are the ammunition fired by crossbows, regardless of the weapon's size.~ @1183 = ~Quarrels, or bolts, are the ammunition fired by crossbows, regardless of the weapon's size. These bolts have been imbued with a small amount of magic which enhances performance in flight, almost as if the bolts were guided towards their target. STATISTICS: THAC0: +1 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1184 = ~Bolt of Lightning +2~ @1185 = ~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: Combat Abilities: Shock: 4D4 electrical damage (save vs. breath half) THAC0: +2 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1186 = ~Bolt of Biting~ @1187 = ~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: Combat Abilities: Envenomed: creatures struck by the weapon suffer 1 damage each second for 4 rounds (save vs. poison neg.) Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1188 = ~Bolt +2~ @1189 = ~Quarrels, or bolts, are the ammunition fired by crossbows, regardless of the weapon's size. These bolts have been imbued with a good amount of magic which enhances performance in flight, almost as if the bolts were guided towards their target. STATISTICS: THAC0: +2 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1190 = ~Bolt +3~ @1191 = ~Quarrels, or bolts, are the ammunition fired by crossbows, regardless of the weapon's size. These bolts have been imbued with a high amount of magic which enhances performance in flight, almost as if the bolts were guided towards their target. STATISTICS: THAC0: +3 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1192 = ~Boots~ @1193 = ~Boots of Speed~ @1194 = ~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.~ @1195 = ~The Paws of the Cheetah These enchanted boots were once the property of a deadly Sword Coast assassin who purportedly moved with such speed that his targets often didn't have the opportunity to respond, even if 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!". These boots were the source of his ability, though it is also believed that he formed an elite guild wherein each member was equipped identically, thus explaining why he was not just fast, but could seemingly appear in several places at once. STATISTICS: Equipped Abilities: Movement Rate: +4 bonus Weight: 2 Usable By: All~ @1196 = ~Boots of Stealth~ @1197 = ~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: Equipped Abilities: Move Silently: +40% bonus Weight: 2 Usable By: Thief Ranger Monk~ @1198 = ~Boots of the North~ @1199 = ~The Frost's Embrace Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, Goddess of Winter. She smiled upon him, and his bare body was protected and preserved by a pair of these enchanted boots of the north. With them he crossed the ice land in pursuit of his would be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again. STATISTICS: Equipped Abilities: Cold Resistance: +50% bonus Weight: 2 Usable By: All~ @1200 = ~Boots of Avoidance~ @1201 = ~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 these boots, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitute. STATISTICS: Equipped Abilities: Armor Class: +4 bonus vs. missile Weight: 2 Usable By: All~ @1202 = ~Boots of Grounding~ @1203 = ~Talos' Gift Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. STATISTICS: Equipped Abilities: Electrical Resistance: +50% bonus Weight: 3 Usable By: All~ @1204 = ~Boots of Elvenkind~ @1205 = ~Several pairs of this type of boots were made for elven battalions during the Year of Singing Arrows, 884 DR. These boots allow their wearer to walk freely and silently among the briars and thorns of the most dense forests, and the scouts equipped with this stealthy footwear turned the tide of at least two major battles against Sembian mercenaries. 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: Equipped Abilities: Dexterity: +1 bonus Move Silently: +20% bonus Protection from Spell: Entangle Weight: 2 Usable By: Monk Ranger Thief~ @1206 = ~Boots of Phasing~ @1207 = ~This item is cursed and can only be removed with a remove curse spell. Whether by mistake or malicious purposes the creator of these boots enchanted them with dangerous magic. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase striking the wearer becomes much more difficult. STATISTICS: *CURSED* Equipped Abilities: Armor Class: +2 bonus Blink: when enemies are on sight the wearer phases to a random opponent every 2 rounds Weight: 2 Usable By: All~ @1208 = ~Boots of Etherealness~ @1209 = ~Boots of the Plane Strider Said to be sewn together from scraps of the planes themselves, these strange boots not only grant their user the ability to shift from the Material Plane to the Ethereal Plane, but allow the wearer to remain anchored to whichever Plane he wishes. 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 plane-traveling adventurer. STATISTICS: Special Abilities: Etherealness (1x per day): the wearer is immune to normal and magical weapons, has 100% magic resistance, and improved invisibility, but is also unable to attack or cast spells for 5 rounds Equipped Abilities: Dimensional Anchor: wearer is unaffected by Teleport Field, Maze, Imprisonment, and other similar effects Weight: 2 Usable By: All~ @1210 = ~Gargoyle Boots~ @1211 = ~Legend holds that the mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate. As there are multiple variations on the Gargolyle Boots, it is assumed that the tale is, though entertaining, a mere fabrication - an interesting way to explain the magical toughness that the boots provide. STATISTICS: Special Abilities: Stoneskin (2x per day): 5 skins, 1 turn Equipped Abilities: Immunity to backstab Weight: 2 Usable By: All~ @1212 = ~Composite Long Bow~ @1213 = ~Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and makes arrows fired from such bows deliver more damage. Wielding such a powerful bow requires great strength. STATISTICS: THAC0: +1 bonus Damage: +1 bonus Weight: 4 Speed Factor: 7 Proficiency Type: Long Bow Type: 2-handed Requires: 16 Strength Not Usable By: Cleric Druid Mage Thief Bard Monk Kensai Cavalier~ @1214 = ~Composite Long Bow +1~ @1215 = ~Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and makes arrows fired from such bows deliver more damage. Wielding such a powerful bow requires a strength of 16.~ @1216 = ~Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and makes arrows fired from such bows deliver more damage. This magical bow requires requires great strength. STATISTICS: THAC0: +2 bonus Damage: +1 bonus Weight: 4 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 16 Strength Not Usable By: Cleric Druid Mage Thief Bard Monk Kensai Cavalier~ @1217 = ~Long Bow~ @1218 = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Though the long bow is slightly slower than the short bow, it has better range and is more damaging. STATISTICS: THAC0: +1 bonus Weight: 3 Speed Factor: 7 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1219 = ~Long Bow +1~ @1220 = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Though the long bow is slightly slower than the short bow, it has better range and is more damaging.~ @1221 = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Though the long bow is slightly slower than the short bow, it has better range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: THAC0: +2 bonus Weight: 3 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1222 = ~Short Bow~ @1223 = ~Short bows were the first bows to be developed, although they were not called such. 'Short bow' is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on average. As the years passed, attempts were made to increase bow ranges, either by giving them longer staves or by increasing flexibility with no change to the length. The former resulted in what is now called the long bow. STATISTICS: Weight: 2 Speed Factor: 6 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1224 = ~Short Bow +1~ @1225 = ~Short bows were the first bows to be developed, although they were not called such. 'Short bow' is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on average. As the years passed, attempts were made to increase bow ranges, either by giving them longer staves or by increasing flexibility with no change to the length. The former resulted in what is now called the long bow.~ @1226 = ~Short bows were the first bows to be developed, although they were not called such. 'Short bow' is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on average. As the years passed, attempts were made to increase bow ranges, either by giving them longer staves or by increasing flexibility with no change to the length. The former resulted in what is now called the long bow. This particular bow is enchanted. STATISTICS: THAC0: +1 bonus Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1227 = ~Long Bow of Marksmanship +2~ @1228 = ~The Dead Shot Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest he couldn't help gloating about his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment Edwall's head did much the same. STATISTICS: Equipped Abilities: Marksmanship: +10% chance to score critical hits THAC0: +3 bonus Weight: 3 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1229 = ~Eagle Bow +2~ @1230 = ~Protector of the Dryads In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared try to cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily — nay, VERY happily — ever after! STATISTICS: Combat Abilities: Entangling: 50% chance target is entangled for 1 round (save vs. breath neg.) THAC0: +2 bonus Weight: 2 Speed Factor: 4 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1231 = ~Ripper +2~ @1232 = ~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, favored by scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, but they see little use due to the high strength they require, and they rarely find their way to the open market. STATISTICS: Combat Abilities: Sundering: each hit reduces the target's AC by 1 for 2 rounds THAC0: +3 bonus Damage: +1 bonus Proficiency Type: Long Bow Weight: 4 Speed Factor: 5 Requires: 18 Strength Type: 2-handed Not Usable By: Cleric Druid Mage Thief Bard Monk Kensai Cavalier~ @1233 = ~Heartseeker +3~ @1234 = ~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, and the arrows it fires strike directly at the target's heart (if it has one), potentially slaying the victim instantly. 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. Note: certain creatures (such as elementals, golems, and undead) do not have hearts, and are not affected by this weapon's ability. STATISTICS: Combat Abilities: Seeking: additional +3 bonus to THAC0 Heartseeking: 10% chance target dies (save vs. death neg.) THAC0: +4 bonus Damage: +1 bonus Weight: 4 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 16 Strength Not Usable By: Cleric Druid Mage Thief Bard Monk Kensai Cavalier~ @1235 = ~Strong Arm +2~ @1236 = ~This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bowstring without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading south. STATISTICS: THAC0: +3 bonus Damage: +6 bonus Weight: 4 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 19 Strength Not Usable By: Cleric Druid Mage Thief Bard Monk Kensai Cavalier~ @1237 = ~Elven Court Bow +3~ @1238 = ~This yew bow seems more a work of art than a weapon of war; fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. Once thought a unique and singular example of elven craftmanship, this theory was discarded when a group of adventurers discovered half a dozen identical bows in the ruin of Myth Drannor. Though highly decorated, elf crafters also gave the bow metal inlays which gives the wielder the option to fend off attacks without sacrificing rate of fire and accuracy. STATISTICS: Equipped Abilities: Elvencraft: +4 bonus to AC (none vs. missile) THAC0: +4 bonus Weight: 3 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1239 = ~Mana Bow +4~ @1240 = ~Kestsa was given this longbow many years ago by the Cowled Wizards, as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, especially when hunting down those who tried to escape with the help of the deceptive illusionary arts. STATISTICS: Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Illusion Bane: 20% chance to dispel illusionary protections and creatures THAC0: +5 bonus Weight: 3 Speed Factor: 3 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1241 = ~Tuigan Bow +1~ @1242 = ~The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerun, but bound together by a common bloodline. The bows they make are especially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: any bow of Tuigan origin can be fired faster than is possible with a normal one. STATISTICS: Combat Abilities: Rapid Shot: +1 attack per round THAC0: +1 bonus Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1243 = ~Tansheron's Bow +3~ @1244 = ~The thin, frayed string of this bow appears unusable, but when it is drawn a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they died or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: requires no ammunition, but normal arrows cannot be fired with this bow. Phantom Arrows are considered to be of +3 enchantment when determining what they can hit STATISTICS: Combat Abilities: Phantom Arrow: 20% chance target flees in terror for 2 rounds (save vs. spell neg.) THAC0: +3 bonus Damage: 1D6 Damage type: missile Weight: 2 Speed Factor: 3 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1245 = ~Composite Long Bow +2~ @1246 = ~This long bow is marked with the seal of a sunburst. It was probably once used by guards in the service of the god Amaunator. These guards would use enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 16 to use. STATISTICS: THAC0: +3 bonus Damage: +1 bonus Weight: 4 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 16 Strength Not Usable By: Cleric Druid Mage Thief Bard Monk Kensai Cavalier~ @1247 = ~Long Bow +2~ @1248 = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Though the long bow is slightly slower than the short bow, it has better range and is more accurate. The smooth staff of this bow is warm to the touch, hinting at the energy which surges through the wood. STATISTICS: THAC0: +3 bonus Weight: 3 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1249 = ~Short Bow +2~ @1250 = ~Short bows were the first bows to be developed, although they were not called such. 'Short bow' is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on average. As the years passed, attempts were made to increase bow ranges, either by giving them longer staves or by increasing flexibility with no change to the length. The former resulted in what is now called the long bow. This particular bow rivals any of its larger cousins: the magic inherent within it, whether a property of the wood itself or the result of a mage's enchantment, makes it more accurate than a normal bow. STATISTICS: THAC0: +2 bonus Weight: 2 Speed Factor: 4 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1251 = ~Iron Bow of Gesen +4~ @1252 = ~The finest bow ever 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 was 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. Closer examination reveals that the bow is made of iron, cunningly wrought to appear like wood, while the string is a golden wire. Although it looks heavy and impossible to use the bow is quite light and can be drawn back with ease, bending more than iron should allow. Note: requires no ammunition, but normal arrows cannot be fired with this bow. Lightning Spears are considered to be of +4 enchantment when determining what they can hit STATISTICS: Combat Abilities: Lightning Spear: creatures struck suffer 2D6 electrical damage (save vs. breath half) THAC0: +4 bonus Damage: 1D8 Damage type: missile Weight: 2 Speed Factor: 2 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1253 = ~Darkfire Bow +4~ @1254 = ~Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent short bow. STATISTICS: Special Abilities: Darkfire Shield (1x per day): a shield of crackling violet flames grants the wielder +50% fire and cold resistance and inflicts fire and cold damage to all who strike the wielder in melee as per the Fire Shield spell Equipped Abilities: Fire Resistance: +10% bonus Cold Resistance: +10% bonus Combat Abilities: Darkfire: creatures struck suffer 1D4 fire or 1D4 cold damage THAC0: +4 bonus Weight: 2 Speed Factor: 2 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1255 = ~Darkfire Bow +5~ @1256 = ~Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent short bow. The magical bowstring of Gond makes even this strongly enchanted short bow more accurate and powerful. STATISTICS: Special Abilities: Darkfire Shield (1x per day): a shield of crackling violet flames grants the wielder +50% fire and cold resistance and inflicts fire and cold damage to all who strike the wielder in melee as per the Fire Shield spell Equipped Abilities: Fire Resistance: +20% bonus Cold Resistance: +20% bonus Combat Abilities: Darkfire: creatures struck suffer 1D4 fire and 1D4 cold damage THAC0: +5 bonus Weight: 2 Speed Factor: 1 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1257 = ~Taralash +4~ @1258 = ~Taralash was a skilled hunter renowned for his ability to track down even the fleetest of quarry by foot; few animals ever escaped once he had them in the sights of one of his mighty longbows. On his deathbed, when asked of his amazing hunting accomplishments, Taralash replied with honesty that "any man can bend a blade with his hands, but a thinking man uses the forge; these longbows are that forge." STATISTICS: Equipped Abilities: Movement Rate: +2 bonus Combat Abilities: Crippling: 20% chance to reduce target's movement rate by half for 4 rounds THAC0: +5 bonus Weight: 3 Speed Factor: 3 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1259 = ~Taralash +5~ @1260 = ~Taralash was a skilled hunter renowned for his ability to track down even the fleetest of quarry by foot; few animals ever escaped once he had them in the sights of one of his mighty longbows. On his deathbed, when asked of his amazing hunting accomplishments, Taralash replied with honesty that "any man can bend a blade with his hands, but a thinking man uses the forge; these longbows are that forge." The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful. STATISTICS: Equipped Abilities: Movement Rate: +2 bonus Combat Abilities: Crippling: 20% chance to reduce target's movement rate by half for 4 rounds Rapid Shot: +1 attack per round THAC0: +6 bonus Weight: 3 Speed Factor: 2 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1261 = ~Composite Long Bow +3~ @1262 = ~This long bow is marked with the seal of a sunburst. It was probably once used by guards in the service of the god Amaunator. These guards would use enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. STATISTICS: THAC0: +4 bonus Damage: +1 bonus Weight: 4 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 16 Strength Not Usable By: Cleric Druid Mage Thief Bard Monk Kensai Cavalier~ @1263 = ~Long Bow +3~ @1264 = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Though the long bow is slightly slower than the short bow, it has better range and is more damaging. The smooth staff of this bow is warm to the touch, hinting at the energy which surges through the wood. STATISTICS: THAC0: +4 bonus Weight: 3 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @1265 = ~Short Bow +3~ @1266 = ~Short bows were the first bows to be developed, although they were not called such. 'Short bow' is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on average. As the years passed, attempts were made to increase bow ranges, either by giving them longer staves or by increasing flexibility with no change to the length. The former resulted in what is now called the long bow. This particular bow rivals any of its larger cousins: the magic inherent within it, whether a property of the wood itself or the result of a mage's enchantment, makes it more accurate than a normal bow. STATISTICS: THAC0: +3 bonus Weight: 2 Speed Factor: 3 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @1267 = ~Bracers~ @1268 = ~Bracers of Defense AC 8~ @1269 = ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm.~ @1270 = ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. These magical bracers surround the wearer with an invisible but tangible field of force, granting him AC 8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective. STATISTICS: Armor Class: 8 Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1271 = ~Bracers of Defense AC 7~ @1272 = ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. These magical bracers surround the wearer with an invisible but tangible field of force, granting him AC 7, just as though he were wearing armor. Both bracers must be worn for the magic to be effective. STATISTICS: Armor Class: 7 Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1273 = ~Bracers of Defense AC 6~ @1274 = ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. These magical bracers surround the wearer with an invisible but tangible field of force, granting him AC 6, just as though he were wearing armor. Both bracers must be worn for the magic to be effective. STATISTICS: Armor Class: 6 Weight: 2 Not Usable By: Kensai Wizard Slayer~ @1275 = ~Bracers of Archery~ @1276 = ~The Dale's Protector During a dangerous meeting with a rival ruler, the King of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the King, 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: Equipped Abilities: THAC0: +2 bonus (missile weapons only) Damage: +1 bonus (missile weapons only) Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1277 = ~Gauntlets~ @1278 = ~Gauntlets of Ogre Power~ @1279 = ~Gauntlets are armored gloves. They can be made of leather, metal plates, or chain mail. Every suit of armor is assumed to include gauntlets of an appropriate type. Magical gauntlets tend to be finer, lighter, and more easily worn than normal varieties.~ @1280 = ~While these magical items have been around for thousands of years, their popularity never seems to decrease. Recently, a party of adventurers out of Calimshan uncovered a vast treasure trove, filled with magical items like these. The sudden influx of magical gauntlets does not seem to have decreased their value, as every adventurer across the land clamors for the assistance of these useful artifacts. STATISTICS: Equipped Abilities: Strength: +2 bonus (+100 exceptional) Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1281 = ~Gauntlets of Dexterity~ @1282 = ~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: Equipped Abilities: Dexterity: +2 bonus Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1283 = ~Gauntlets of Parrying~ @1284 = ~Gauntlets of Swordplay It was the infamous swashbuckler Eisneid Clume who first requested magical assistance to help her parrying ability. She had been run through in seven duels before she had the gauntlets made. Once the gauntlets were in her possession, Eisneid won over thirty duels without a single scratch. Finally, word of her magical assets leaked out, and the level of swordplay in Hillsfar increased dramatically. STATISTICS: Equipped Abilities: Parrying: +2 bonus to AC (none vs. missile) Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1285 = ~Gauntlets of Weapon Expertise~ @1286 = ~Legacy of the Masters Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom. STATISTICS: Equipped Abilities: THAC0: +1 bonus (melee weapons only) Damage: +2 bonus (melee weapons only) Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1287 = ~Bracers of Defense AC 5~ @1288 = ~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. His 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: 5 Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1289 = ~Bracers of Defense AC 4~ @1290 = ~Baron Tiri of the North requisitioned ten of these bracers, one for each of his bodyguards. The Baron thought it amusing when bandits -- thinking them easy targets for they wore no armor -- would attack him and his men as they made excursions across the land. The Guards of Tiri swiftly dealt with the would be attackers. Of course, Baron Tiri himself never wore a set of bracers, and it was this unfortunate oversight that led to his death at the hands of an assassin's poisoned dagger. STATISTICS: Armor Class: 4 Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1291 = ~Bracers of Defense AC 3~ @1292 = ~Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado -- no man other than he would joust without armor -- he soon became a favorite to the ladies who watched the events. Too much of a favorite it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush Glen forget to don his bracers. Glen died with a confused grin on his face after the knight's sword struck him, never knowing his own folly. STATISTICS: Armor Class: 3 Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1293 = ~Bracers of the Blinding Strike~ @1294 = ~Ardulia the Agile often said, 'Attack swiftly, and your enemy will be so overwhelmed that the battle will be yours.' He lived this principle through these bracers. Before engaging in battle, he would unlock the magic of the Blinding Strike and quickly rush at his enemy. More often than not his opponent would fall within the first few seconds of battle. STATISTICS: Special Abilities: Blinding Strike (1x per day): doubles movement and attack rate for 3 rounds Armor Class: 4 Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1295 = ~Gloves of the Rogue~ @1296 = ~The elderly Oghmanyte Milladolin found that age was affecting her and her fellows quite rapidly, causing their hands to shake and preventing them from performing many of their priestly duties. With Oghma's blessings, Milladolin created magical gloves that steadied their hands and heightened their muscle control. Years later, a young Oghmanyte was caught for thievery - guilty of using the gloves. Word spread, and soon the gloves themselves were stolen away. STATISTICS: Equipped Abilities: Lockpicking: +15% bonus Pick Pockets: +15% bonus Set Traps: +15% bonus Precise Strike: +5% chance to score critical hits Weight: 1 Usable By: Thief~ @1297 = ~Gloves of Missile Snaring~ @1298 = ~Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning Foik was found dead, and the gloves were missing. Note: magically created missiles like Melf's Acid Arrows, Flame Arrows and Melf's Minute Meteors can be deflected; magical projectiles like Lightning Bolts, Fireballs and Magic Missiles cannot. STATISTICS: Equipped Abilities: Off-Hand THAC0: -20 penalty Deflect Arrows: deflects ranged weapons Weight: 1 Requires: 15 Dexterity Usable By: Bard Monk Thief (single class only)~ @1299 = ~Gauntlets of Crushing~ @1300 = ~A foreigner from the east who went by the name of Floating Bear became well known through the Sword Coast. Unarmed and unarmored he bested many powerful warriors. One night, in the arms of a lady of the night he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland. STATISTICS: Equipped Abilities: THAC0: +4 bonus (fists only) Damage: +4 bonus (fists only) Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1301 = ~Gauntlets of Healing~ @1302 = ~Healing Hands These armored gloves are usually given to members of the Most Noble Order of the Radiant Heart to aid them in their duties. For anyone outside of the Order to wear these gloves is a rare honor. STATISTICS: Special Abilities: Lay on Hands (1x per day) Equipped Abilities: Regeneration: 1 hp/3 rounds Weight: 1 Usable By: Cleric True Paladin~ @1303 = ~Gauntlets of Weapon Mastery~ @1304 = ~Gauntlets to the Death These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds. They were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of his magical gauntlets, but rumors persist that they are used to this day in competitive combat across the lands. STATISTICS: Equipped Abilities: THAC0: +1 bonus Speed Factor: +2 bonus Attacks per Round: +1/2 bonus Weight: 1 Not Usable By: Kensai Wizard Slayer~ @1305 = ~Paladin's Bracers~ @1306 = ~Durin d'Artham, one of the most devoted paladins of Lathander, lay on his deathbed after decades of service to his god, and decided that he had not done enough to serve his god. Summoning the most accomplished spellcasters available, he begged them to bind his soul into a mighty pair of bracers for centuries to come, granting his strength and skill to those devoted to their deity. The spell worked, and Durin still serves warriors of the purest heart. STATISTICS: Equipped Abilities: THAC0: +1 bonus Saving Throws: +1 bonus Maximum Hit Points: +5 bonus Weight: 1 Usable By: Cleric Paladin~ @1307 = ~Blessed Bracers~ @1308 = ~Durin d'Artham, one of the most devoted paladins of Lathander, lay on his deathbed after decades of service to his god, and decided that he had not done enough to serve his god. Summoning the most accomplished spellcasters available, he begged them to bind his soul into a mighty pair of bracers for centuries to come, granting his strength and skill to those devoted to their deity. The spell worked, and Durin still serves warriors of the purest heart. The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power. STATISTICS: Special Abilities: Resurrection (1x per day) Righteous Magic (1x per day) Equipped Abilities: THAC0: +2 bonus Saving Throws: +1 bonus Maximum Hit Points: +10 bonus Weight: 1 Usable By: Cleric Paladin~ @1309 = ~Bard's Gloves~ @1310 = ~Maynard, a young genius of a bard (but with little wisdom to spare), found himself the victim of theft when the magic gloves that enhanced his memory were stolen. Instead of outwitting the rogues, Maynard simply recreated the gloves - over and over again. The finished product was stolen each time, and this eventually evolved into an odd working partnership, though never once did Maynard realize he was in business supplying his wondrous Bard's Gloves. STATISTICS: Equipped Abilities: Wearer can memorize one extra spell of each level from 1st to 4th Weight: 1 Usable By: Bard~ @1311 = ~Wondrous Gloves~ @1312 = ~Maynard, a young genius of a bard (but with little wisdom to spare), found himself the victim of theft when the magic gloves that enhanced his memory were stolen. Instead of outwitting the rogues, Maynard simply recreated the gloves - over and over again. The finished product was stolen each time, and this eventually evolved into an odd working partnership, though never once did Maynard realize he was in business supplying his wondrous Bard's Gloves. These gem-studded leather gloves have been further echanted so as to augment the skills of any bard. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Casting Speed: +1 bonus Wearer can memorize one extra spell of each level from 1st to 4th Weight: 1 Usable By: Bard~ @1313 = ~Bands of Focus~ @1314 = ~Bands of the Master When the last kensai of Kamjin-Doh, the Master of Razors, was slain in the fields of western Kara-Tur, these simple leather bands were ripped from his arms... and his arms ripped from his shoulders... as punishment for his destruction of the Kamjin-Doh. The identities of those who defeated him are not known, but the rumors in Kara Tur were that his slayers were the spirits of three sword saints of Kamjin-Doh, returned from death to end the crimes of the renegade kensai. In the surviving teachings of the Kamjin-Doh of Kara-Tur, it is written that a true weapon master relies not on leather, chain, or plate, but on honing their skills so that they are never struck at all... and this means a weapon master must know their enemy's movements like the movements of their own hand. But such mastery lies in staying focused upon your enemy even in the heat of battle... and these simple leather armbands are intended to do just that. While worn, they exert a slight calming influence on the mind of the sword saint that wields them, heightening the warrior's perceptions and senses, and allowing them to read the movements of their opponents easier. On the rare occasion when an enemy strikes a sword saint, these bands allow the wielder to shrug off pain (which in the teachings of Kamjin-Doh are called "distractions") and keep the pain where it belongs - on one's opponent. If you wear these bands, never forget their purpose, never forget your focus, and never forget the reach of your enemy. Keep these three things in your heart, and they will serve you well in battle. STATISTICS: Equipped Abilities: Physical Resistance: +10% bonus Armor Class: 3 Weight: 1 Usable By: True Fighter Kensai Monk~ @1315 = ~Bullet~ @1316 = ~A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1D4 + 1 Damage type: missile Weight: 0 Launcher: Sling~ @1317 = ~Bullet +1~ @1318 = ~A bullet is simply a rounded, well-balanced stone.~ @1319 = ~Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it flies towards an opponent. STATISTICS: THAC0: +1 bonus Damage: 1D4 + 2 Damage type: missile Weight: 0 Launcher: Sling~ @1320 = ~Bullet +2~ @1321 = ~Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it flies towards an opponent. STATISTICS: THAC0: +2 bonus Damage: 1D4 + 3 Damage type: missile Weight: 0 Launcher: Sling~ @1322 = ~Sunstone Bullet +2~ @1323 = ~Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it flies towards an opponent. When the bullet strikes an opponent, it explodes in a flash of fire. STATISTICS: Combat Abilities: Sunscorch: creatures struck suffer 2D4 fire damage THAC0: +2 bonus Damage: 1D4 + 3 Damage type: missile Weight: 0 Launcher: Sling~ @1324 = ~Bullet +3~ @1325 = ~Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it flies towards an opponent. STATISTICS: THAC0: +3 bonus Damage: 1D4 + 4 Damage type: missile Weight: 0 Launcher: Sling~ @1326 = ~Bullet of Smiting +3~ @1327 = ~These bullets are especially dense and weigh twice as much as ordinary specimens. When launched, they seem to accumulate even more mass on their way to the target, finally smashing into the unlucky victim with the force of a swung mace. STATISTICS: Combat Abilities: Smiting: creatures struck suffer 2D3 crushing damage THAC0: +3 bonus Damage: 1D4 + 4 Damage type: missile Weight: 0 Launcher: Sling~ @1328 = ~Chain Mail~ @1329 = ~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 Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1330 = ~Chain Mail +1~ @1331 = ~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.~ @1332 = ~Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 4 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1333 = ~Mail of the Dead +2~ @1334 = ~A mage can make an extremely effective assassin, as Vorusta illustrated over 400 years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over. In spite of the centuries passed without been worn by an undead minion it still emanates a dark taint and has mantained some of the previous owner's powers. STATISTICS: Equipped Abilities: Protects Against Critical Hits Saving Throws: +3 bonus vs. death Armor Class: 3 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Paladin Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1335 = ~Splint Mail~ @1336 = ~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: 45 Requires: 10 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Beast Master Shapeshifter Kensai Monk~ @1337 = ~Splint Mail +1~ @1338 = ~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.~ @1339 = ~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. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 3 Weight: 45 Requires: 10 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Beast Master Shapeshifter Kensai Monk~ @1340 = ~Mithral Chain Mail +4~ @1341 = ~This is the personal armor of Drizzt, the famous dark elf ranger. It was forged for him by his friend Bruenor. Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. This chain mail does not encumber more than a leather armor and is treated as a light armor for purposes of movement and other limitations. In addition, this suit of chain mail is highly enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Armor Class: 1 Weight: 20 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1342 = ~Chain Mail +3~ @1343 = ~This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It offers protection from all but the most determined attackers. STATISTICS: Armor Class: 2 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1344 = ~Chain Mail +2~ @1345 = ~Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 3 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1346 = ~Darkmail +3~ @1347 = ~Whether by design or through exposure to extensive military campaigns and battles, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing vile beasts, the enchantments on this suit suggest equally great, if unheralded, battles with evil creatures of darkness. STATISTICS: Equipped Abilities: Immunity to fear and disease effects Armor Class: 2 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1348 = ~Prismatic Chain +4~ @1349 = ~Rainbow Armor Armor of this type is not for those who wish to remain anonymous. More often it is associated with tales of the vain, and bards have even crafted songs about the appearance of 'rainbow warriors' on a battlefield. The protective quality of the multihued surface is undeniable, but it is unfortunate that the mage who crafted these items was colorblind. This multicolored armor is infused with the wizard's spell Prismatic Spray. Every so often, simply by will alone, the bearer can release the magic of the suit, which then begins to slowly absorb energy from the Weave to regain its magical power. STATISTICS: Special Abilities: Prismatic Explosion (1x per day): multicolored rays of light flash from the armor and all opponents within 20' are affected by one or more rays: Red: 20 fire damage (save vs. breath half) Orange: 40 acid damage (save vs. breath half) Yellow: 80 electrical damage (save vs. breath half) Green: Death (save vs. poison neg.) Blue: Polymorph (save vs. polymorph neg.) Indigo: Feeblemind (save vs. wands neg.) Violet: Maze (save vs. spell neg.) Equipped Abilities: Fire Resistance: +15% bonus Acid Resistance: +15% bonus Electrical Resistance: +15% bonus Protection from Spells: Color Spray, Chromatic Orb, and Prismatic Spray Armor Class: 1 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Archer Beast Master Stalker Shapeshifter~ @1350 = ~Crimson Chain +5~ @1351 = ~The dark red metal used to make this chain is said to come from a hidden mine in the Cloudpeaks. At one time the Bloodway, a band of berserkers adventurers, all wore armor of this kind, but the other suits have long been lost. STATISTICS: Equipped Abilities: Blood Rage: 5% chance when struck the wearer enrages, gaining a +2 bonus to THAC0 and damage for 5 rounds Tireless Rage: wearer doesn't become winded at the end of any rage state Armor Class: 0 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Beast Master Stalker Shapeshifter~ @1352 = ~Elven Chain~ @1353 = ~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: 15 Requires: 5 Strength Usable By: Elf Half-elf Human~ @1354 = ~Elven Chain +1~ @1355 = ~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.~ @1356 = ~This mail feels more akin to cloth than to metal, and may be worn by thieves with few penalties and by fighter-mages without removing their spellcasting ability. This variety of mail is woven in almost exactly the same form by both elves and the Drow; its design has changed little since the Drow's elven past and is used for surface forays, where Adamantine Drow chain would decay. STATISTICS: Armor Class: 4 Weight: 15 Requires: 5 Strength Usable By: Elf Half-elf Human~ @1357 = ~Sylvan Chain +3~ @1358 = ~This light but strong mail is of Sylvan elf construction, and its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor found outside of a wood elf tribe, and rarer still on someone not of elven lineage. STATISTICS: Equipped Abilities: Nature's Blessing: +2 bonus to AC and saving throws vs. unnatural creatures Armor Class: 2 Weight: 15 Requires: 5 Strength Usable By: Elf Half-elf Human~ @1359 = ~Melodic Chain +2~ @1360 = ~The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately the Bards of Melody were disbanded hundreds of years ago, and the secret of 'playing' the armor faded with them. STATISTICS: Equipped Abilities: Immunity to silence Armor Class: 3 Weight: 15 Requires: 5 Strength Usable By: Bard~ @1361 = ~Bladesinger Chain +4~ @1362 = ~The lore of this suit is difficult to determine, either due to the exotic circumstances from which it sprang, or the wish of its previous owner to conceal its location. Secrecy would certainly be desirable, as even rumors of such mail as this could provoke deadly interest. It is the pinnacle of elven craft, and a truly blessed item. STATISTICS: Equipped Abilities: Casting Speed: +1 bonus Armor Class: 1 Weight: 15 Requires: 5 Strength Usable By: Elf Half-elf Human~ @1363 = ~Ashen Scales +2~ @1364 = ~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: Equipped Abilities: Immunity to poison effects Armor Class: 2 Weight: 35 Requires: 8 Strength Not Usable By: Bard Mage Thief Archer Stalker Shapeshifter Kensai Monk~ @1365 = ~Armor of Faith +3~ @1366 = ~This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. Created in a forge blessed by gods to match the resolve shown by the wearer this armor almost glows with its own light. Worn by divine champions and paladins it is a symbol of the righteous and the bold. STATISTICS: Equipped Abilities: Casting Speed: +1 bonus Armor Class: 1 Weight: 45 Requires: 10 Strength Usable By: Cleric Paladin Ranger~ @1367 = ~Aslyferund Elven Chain +5~ @1368 = ~While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful Elven armor by gilding and heavily enchanting normal Elven Chain, it is rumored with the aid of a gold dragon. Alas, his refusal to divulge the secret lead to his murder by a rival smith. How Cespenar came into possession of the secret is a mystery. STATISTICS: Equipped Abilities: Casting Speed: +1 bonus Immunity to normal weapons Armor Class: 0 Weight: 15 Requires: 5 Strength Usable By: Elf Half-elf Human~ @1369 = ~White Dragonscale Armor +5~ @1370 = ~White Dragon Armor is lightweight, strong, and highly resistant to cold. These suits are much sought after, but few smiths are willing to craft them. The necessary materials are rare and dangerous to acquire, and dragons have long memories where their kin are concerned. Most smiths would prefer not to even risk association with the trade in dragon hide. This splint mail of natural-source can be worn by more classes than other similarly protective armors. STATISTICS: Special Abilities: Cone of Freezing Cold (3x per day): inflicts 10D4 + 10 cold damage and slows targets for 5 rounds (save vs. breath at -4 penalty halves damage, neg. slowness) Equipped Abilities: Cold Resistance: +50% bonus Armor Class: -1 Weight: 35 Requires: 8 Strength Not Usable By: Mage Monk Shapeshifter Avenger Kensai Archer Stalker~ @1371 = ~Typical golden chainmail worn by Balthazar's Mercenaries. STATISTICS: Armor Class: 2 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief Kensai Monk Archer Beast Master Stalker~ @1372 = ~Cloak~ @1373 = ~Cloak of Protection +1~ @1374 = ~The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins.~ @1375 = ~Amulets, cloaks, and rings of this sort are infused with protective spells, and are among the most popular and numerous magic items on the market. The original design may have originated in the earliest of arcane guilds, but the current makers of these items are varied and widespread. Unfortunately multiple protective enchantments of these kind don't stack, and thus no other amulet, cloak, or ring of protection can be worn while wearing this cloak. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Weight: 3 Not Usable By: Wizard Slayer~ @1376 = ~Cloak of Protection +2~ @1377 = ~The Protector The royal guard of King Pyronan, ruler of Impiltur, were given cloaks such as this as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves regarding who should receive such cloak. After years of internal hostility, the mantles were lost and the guards were replaced by less greedy individuals. STATISTICS: Equipped Abilities: Armor Class: +2 bonus Saving Throws: +2 bonus Weight: 3 Not Usable By: Wizard Slayer~ @1378 = ~Cloak of Displacement~ @1379 = ~Interwoven with strands of sinew from a displacer beast's tentacles, the fabric of a Cloak of Displacement distorts and warps light waves, and once in combat it causes subtle shifts in the image of its wearer, by as much as six inches in any direction, making it much harder for enemies to score a proper hit on the wearer. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Equipped Abilities: Displacement: the wearer gains a +2 bonus to melee AC and a +4 bonus to missile AC Weight: 3 Not Usable By: Wizard Slayer~ @1380 = ~Cloak of the Wolf~ @1381 = ~Relair's Mistake A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment he apparently infected himself with lycanthropy. The wearer can change form whenever he wishes, Relair was not so lucky. STATISTICS: Special Abilities: Polymorph Self, Werewolf (1x per day) Equipped Abilities: Regeneration: 1 hp/2 rounds Weight: 3 Not Usable By: Wizard Slayer~ @1382 = ~Cloak of Balduran~ @1383 = ~Balduran, a legendary seafaring explorer, was the first native of Faerun to set foot on the lands known as Anchorome and made the trek up to Sossal. He returned full of tales and vast wealth, and put forth a large sum of money to protect his sparsely-settled home harbor town. Then he set sail of Anchorome again and has never been seen again. His money was well spent on the wall though, and that small town soon grew into the city of Baldur's Gate. This cloak was reputedly worn by Balduran, and like most of his equipment, it holds powerful enchantments. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Magic Resistance: +10% bonus Weight: 3 Not Usable By: Wizard Slayer~ @1384 = ~Cloak of Non-detection~ @1385 = ~Whispers of Silence Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success allowing the wearer to became non-detectable by magical means such as Detect Invisibility and True Sight. No record exists of previous owners. STATISTICS: Equipped Abilities: Non-detection Weight: 3 Not Usable By: Wizard Slayer~ @1386 = ~Nymph Cloak~ @1387 = ~Named for the creatures most closely associated with beauty, Nymph Cloaks are popular fodder for tavern tales among the common folk. The story usually involves some hapless noble couple spending a fortune on one or more such items so they can stand to look at one another. It always gets a big laugh among a copper-ale crowd, though most professional bards consider such pandering a tool of the unskilled. STATISTICS: Special Abilities: Blinding Beauty (1x per day): opponents within 20' are blinded for 1 turn (save vs. spell neg.) Equipped Abilities: Charisma: +2 bonus Saving Throws: +2 bonus vs. spell Weight: 3 Not Usable By: Wizard Slayer~ @1388 = ~Algernon's Cloak~ @1389 = ~Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow. STATISTICS: Equipped Abilities: Charisma: +1 bonus Weight: 3 Not Usable By: Wizard Slayer~ @1390 = ~Mage Robe~ @1391 = ~Robe of Cold Resistance~ @1392 = ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ @1393 = ~Robes of Cold Resistance are a common sight in the Sword Coast region, especially as one travels north towards Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. STATISTICS: Equipped Abilities: Cold Resistance: +40% bonus Weight: 3 Usable By: Mage~ @1394 = ~Robe of Fire Resistance~ @1395 = ~Due to the extremely volatile nature of most magics, Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors, especially in Thay's circles and enclaves where worship of the Firelord Kossuth is widespread. STATISTICS: Equipped Abilities: Fire Resistance: +40% bonus Weight: 3 Usable By: Mage~ @1396 = ~Robe of Electric Resistance~ @1397 = ~While seen with less frequency than some other mage robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. STATISTICS: Equipped Abilities: Electrical Resistance: +40% bonus Weight: 3 Usable By: Mage~ @1398 = ~Knave's Robe~ @1399 = ~This robe has been specially enchanted to meet the eclectic needs of the multiclass mage. A favorite among thief-mages, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane. STATISTICS: Equipped Abilities: Immunity to backstab Saving Throws: +2 bonus vs. poison Weight: 4 Usable By: Mage~ @1400 = ~Traveler's Robe~ @1401 = ~This mage robe has been designed for use by rambling, itinerant mages that travel from town to town. Its enchantments not only provide protection from the bandit's arrows but also allow the wearer to move with extraordinary speed without effort. As with other robes of its kind, the Traveler's Robe can only be worn by mages. STATISTICS: Equipped Abilities: Movement Rate: +2 bonus Armor Class: +2 bonus vs. missiles Saving Throws: +2 bonus vs. breath Weight: 4 Usable By: Mage~ @1402 = ~Adventurer's Robe~ @1403 = ~Former Royal Magician Vangerdahast to King Azoun IV of Cormyr was once an accomplished adventurer of high fame. One reason he became popular in wizardly circles was his creation of the Adventurer's Robe. Mages have always struggled with the limitations placed on them by the ability to cast arcane magics. This robe gives the mage an edge in surviving encounters with melee fighters by helping to avoid some of the most devastating attacks. STATISTICS: Equipped Abilities: Protects Against Critical Hits Weight: 4 Usable By: Mage~ @1404 = ~Robe of the Weave~ @1405 = ~Crafted by some of the finest mages and weavers of the Realms, this robe is made from the fibers of plants specially cultivated during the Time of Troubles, and the weave of the robe is woven counter to the magical Weave of Faerun. The resulting robes grant the wearer significant resistance to all spells, and are a favored defensive tool of powerful spellcasters, but beyond just mere magical protection, a robe such as this is a symbol of prestige. STATISTICS: Equipped Abilities: Magic Resistance: +20% bonus Weight: 6 Usable By: Mage~ @1406 = ~Robe of the Battlemage~ @1407 = ~Battlemages are wizards trained to fight in the heat of combat, and developing their abilities for the purpose of offensive use. Battlemages are dangerous to behold, deadly and capable of long-term combat survival. In order to make themselves all the more lethal in a battle field, battlemages wear robes which offer protection from all forms of physical attack, while at the same time increasing their fighting skills and resistance. STATISTICS: Equipped Abilities: THAC0: +2 bonus Armor Class: +2 bonus Maximum Hit Points: +10 bonus Weight: 6 Usable By: Mage~ @1408 = ~Robe of Arcane Might~ @1409 = ~While garments like this have been found in almost every culture with a strong contingent of spellcasters, this example and most others in the areas around Baldur's Gate and Amn are believed to have originated within Ulcaster's School of Wizardry. The school presented no bias in its teachings, and hosted casters from all across the Sword Coast until its destruction some 200 years ago. STATISTICS: Equipped Abilities: Caster Level: +2 bonus Saving Throws: +2 bonus Magic Damage Resistance: +20% bonus Weight: 6 Usable By: Mage~ @1410 = ~Cloak of the Shield~ @1411 = ~This cloak projects a shielding field of invisible force that protects the wearer from physical attacks just as though he were wearing armor. This sphere of energy is particularly effective against missile weapons which are slowed somewhat and often end up falling to the ground before reaching the target. The barrier also protects the wearer from the spell Magic Missile. Note: Shield effect is not cumulative with other similar magic. STATISTICS: Equipped Abilities: Protection from Spell: Magic Missile Armor Class: 5 (+2 vs. missile) Weight: 3 Not Usable By: Wizard Slayer~ @1412 = ~Cloak of Elvenkind~ @1413 = ~This green cloak resembles a normal cloak. Wearing it makes any person able to hide in shadows with astonishing skill. Elven rangers and scouts are given cloaks like this one to help hide them while patrolling the borders of their lands. These cloaks vary in effectiveness, depending on the status of the original owner. STATISTICS: Equipped Abilities: Hide In Shadows: +50% bonus Fade Away: 10% chance to turn invisible when struck by either a spell or a weapon Weight: 3 Not Usable By: Wizard Slayer~ @1414 = ~Stormlord's Cloak~ @1415 = ~Balhoderie the Wrathful was a pirate captain in Nelanther in the mid-1300s DR. Though he was known for his great temper and brutality, he was rather sensitive when it came to physical discomfort from the elements. He was constantly commanding his underlings to add wood to his fires or open windows in his cabin. He was so annoyed by the inability of his crew to constantly maintain a perfect temperature around him that he hunted down a Stormlord of Talos and slew him for his cloak. Though Balhoderie had some of his lady friends sew over the Talosian symbols on the cloak with bits of pirate flags, the brothers of the Stormlord never forgot Balhoderie's blasphemous plunder. By 1360, they had managed to install a youthful Stormlord on one of Balhoderie's three ships, the Sarketa. When the opportunity presented itself, the Stormlord roused the crew to mutiny. After Balhoderie had been overthrown, the Stormlord retrieves the cloak and installed himself as the new commander of the dead pirate's fleet. The Black Cloud Madion terrorized the southern Sword Coast for the next five years before he died in a bloody battle with heavily armed merchant ships just outside the port of Baldur's Gate. STATISTICS: Equipped Abilities: Fire Resistance: +25% bonus Cold Resistance: +25% bonus Electrical Resistance: +25% bonus Weight: 3 Not Usable By: Wizard Slayer~ @1416 = ~Nature's Vengeance~ @1417 = ~The Avengers are members of a special sect within a druidic order. They are devoted to fighting those who defile nature, and these cloaks were sometimes worn by members of their sect when embarking on their crusades against those who had inflicted grievous wounds upon the land. STATISTICS: Equipped Abilities: Vengeance: creatures who strike the wearer have a 20% chance to be struck by lightning for 6D6 electrical damage Weight: 3 Not Usable By: Wizard Slayer~ @1418 = ~Cloak of Mirroring~ @1419 = ~Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water". Its true enchantment becomes apparent in battle when the mantle makes a reflected image of the wearer to appear alongside him. Unable to discern which one is real, an attacker has a 50% chance that he will attack the image and a 50% chance that he will attack the wearer, in either case risking to trigger again another image. Whenever an attacker successfully hits the wearer the cloak dazzles foes with sparkling lights for an instant and causes another image to appear. STATISTICS: Equipped Abilities: Reflected Image: 50% evasion chance Weight: 3 Not Usable By: Wizard Slayer~ @1420 = ~Cloak of the Sewers~ @1421 = ~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, or a mustard jelly. STATISTICS: Special Abilities: Polymorph Self, Mustard Jelly (1x per day): 2 turns Polymorph Self, Rat (1x per day): 2 turns Equipped Abilities: Charisma: -1 penalty Armor Class: +1 bonus Immunity to disease effects Weight: 3 Not Usable By: Paladin Wizard Slayer~ @1422 = ~Cloak of Bravery~ @1423 = ~This cloak is a powerful, evil thing. Made from the poorly stitched together skin of innocent nymphs, and blessed by unholy powers, it bestows on the bearer an almost reckless bravery in battle. STATISTICS: Equipped Abilities: THAC0: +2 bonus Immunity to fear effects Maximum Hit Points: +10 bonus Weight: 3 Not Usable By: Paladin Ranger Wizard Slayer~ @1424 = ~Improved Cloak of Protection +2~ @1425 = ~The Protector The royal guard of King Pyronan, ruler of Impiltur, were given cloaks such as this as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves regarding who should receive such cloak. After years of internal hostility, the mantles were lost and the guards were replaced by less greedy individuals. Cespenar infused this cloak with even more powerful protective enchantments. STATISTICS: Special Abilities: Mantle (1x per day) Equipped Abilities: Armor Class: +2 bonus Saving Throw: +2 bonus Weight: 3 Not Usable By: Wizard Slayer~ @1426 = ~Montolio's Cloak~ @1427 = ~Montolio Debrouchee, better known as "Mooshie", was a ranger of great renown, having dedicated himself to the defense of all living things not evil in nature, and total dedication to the goddess of the forest, Mielikki, at an early age. He served as a ranger for many years, often as a scout for large armies, or working with small groups of rangers or by himself. Montolio was a good friend and a mentor of the dark elf Drizzt Do'Urden. He became blinded five years before he met Drizzt while serving with a ranger group known as the Range Watchers, when they encountered and came into battle against a vicious red dragon, which killed three rangers and melted Montolio's face. His face was healed by clerics, but his eyes were beyond repair. Being pitied even by the Range Watchers and thinking his life meaningless, he fell into despair and came to the grove later known as Mooshie's Grove to die there. Instead, he learned to survive by using his other senses to their fullest extent. He befriended the animals and made it a personal goal to keep watch on, and protect the caravans going near the grove from Graul, an orc leader, and his raiding band. Mooshie eventually died of natural causes in his sleep. STATISTICS: Equipped Abilities: THAC0: +1 bonus Armor Class: +1 bonus Saving Throws: +1 bonus Blind-Fight: wielder fights without penalties even if unable to see and cannot be backstabbed Weight: 3 Usable By: Ranger~ @1428 = ~Dagger~ @1429 = ~The typical dagger has a pointed, double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. STATISTICS: Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1430 = ~Dagger +1~ @1431 = ~The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.~ @1432 = ~The typical dagger has a pointed, double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. This dagger is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D4 + 1 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1433 = ~Longtooth +2~ @1434 = ~Grave Binder Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after. STATISTICS: Combat Abilities: Armor Piercing: additional +3 bonus to THAC0 THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1435 = ~Throwing Dagger~ @1436 = ~The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1D4 Damage type: missile Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1437 = ~Silver Dagger~ @1438 = ~Werebane +2~ @1439 = ~Werebane Dynala Goldenhand, an elven ranger who wished to rid her homeland of its were-jackal problem, forged the dagger. She was killed by a tribe of orcs in the Greypeak Mountains as she tracked the were-jackal leader. STATISTICS: Combat Abilities: Silver Blade: additional +4 bonus to damage against lycanthropes and vampires Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 1D4 + 2 Damage type: missile Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Beast Master~ @1441 = ~Boomerang Dagger +2~ @1442 = ~The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently.~ @1443 = ~Fullen Woolspinner, an ambitious halfling from a well-to-do family, left his home to spend several years adventuring. During his travels, he ended up staying with a family of dwarven weaponsmiths. Much impressed by their throwing axes, which always returned to the hands of their wielder, Fullen sought to make a dagger that could do the same. With the help of his dwarven friends he succeeded, creating several of the famous Fullen Boomerang daggers. STATISTICS: Combat Abilities: Crippling: 20% chance to reduce target's movement rate by half for 4 rounds Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 1D4 + 2 Damage type (melee): piercing Damage type (thrown): missile Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1444 = ~Dragon Tooth +3~ @1445 = ~This throwing knife is imbued with magical fire, and was supposedly carved from a red dragon's tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings." STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made Flaming: creatures struck suffer 1D4 fire damage THAC0: +3 bonus Damage: 1D4 + 3 Damage type (melee): piercing Damage type (thrown): missile Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1446 = ~Pixie Prick +2~ @1447 = ~The Pixie Prick almost appears to be a toy, so fine and delicate is the workmanship of the blade and handle. Yet when 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, and can toss into the air a small amount of pixie dust sufficient to conceal the wielder. 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 Abilities: Pixie Dust: 20% chance of making the user invisible for 4 rounds Sleeping: 20% chance target will fall asleep for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D4 + 2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1448 = ~Spider Fang +3~ @1449 = ~The creation of spider fangs is known to involve the ichor and web silk of driders or certain monstrous types of spiders, and a complicated brew of strange ingredients in which the blade must be submerged for several days. This specimen in particular was forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. Blades such as this are often gifts to capable assassins in the service of Lolth, which typically use the weapon to seal a target in a cocoon of silk, stepping away from their thrashing foes to complete the murder with a poisoned dart or wrist-crossbow bolt. How it has made its way to you is anyone's guess. STATISTICS: Combat Abilities: Acidic: creatures struck suffer 1D3 acid damage Web: 33% chance target is held for 2 rounds (save vs. breath neg.) THAC0: +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 Beast Master~ @1450 = ~Dagger +2~ @1451 = ~The typical dagger has a pointed, double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. STATISTICS: THAC0: +2 bonus Damage: 1D4 + 2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Require: 3 Strength Not Usable By: Cleric Beast Master~ @1452 = ~Poisoned Throwing Dagger~ @1453 = ~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: Combat Abilities: Envenomed: creatures struck by the weapon suffer 2 damage each second for 2 rounds (save vs. poison neg.) THAC0: +1 bonus Damage: 1D4 Damage type: missile Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1454 = ~Stiletto of Demarchess +2~ @1455 = ~Most who take up the trade of murder for hire do so for reasons other than personal pleasure, but not so the Lady Demarche. She took special pleasure in the torture of her targets...which is why she made this dagger. With but one touch of its polished blade an opponent was rendered immobile, incapable of so much as screaming, yet the victim could watch and feel all that happened to them. While her opponent was thus held, the Lady would slowly bleed them, sometimes taking several hours before allowing her subject to succumb to the final agony of death. The Lady finally fell victim to her own evil; disarmed by a rival and struck by her own Stiletto her fate was soon sealed. STATISTICS: Combat Abilities: Wounding: target suffers 1 bleeding damage every round for 2 rounds Paralyzing: 20% chance target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +2 bonus Damage: 1D4 + 2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1456 = ~Dagger of +1~ @1457 = ~This dagger was created for by apprentices. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Intelligence: +1 bonus THAC0: +1 bonus Damage: 1D4 + 1 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Usable By: Mage~ @1458 = ~Dagger of the Star +4~ @1459 = ~Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is made of starmetal, an extremely rare and precious ore infused with mighty magical power. Fallen stars are the only known source of starmetal, and this superior alloy made from meteoric iron is extraordinarily hard, equaling adamantite for all purposes. Starmetal also possesses an inherent magical connection to the Material Plane, meaning that weapons made of this alloy are especially effective against creatures from other planes. STATISTICS: Combat Abilities: Stardust: 20% chance of blinding every opponent within 5' for 4 rounds (save vs. breath at -4 penalty neg.) Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +4 bonus Damage: 1D4 + 4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1460 = ~Dagger of the Star +5~ @1461 = ~Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is made of starmetal, an extremely rare and precious ore infused with mighty magical power. Fallen stars are the only known source of starmetal, and this superior alloy made from meteoric iron is extraordinarily hard, equaling adamantite for all purposes. Starmetal also possesses an inherent magical connection to the Material Plane, meaning that weapons made of this alloy are especially effective against creatures from other planes. With the Star Sapphires encrusting its hilt, this small blade is one of the most heavily enchanted weapons in the Realms. STATISTICS: Combat Abilities: Stardust: 20% chance of blinding every opponent within 5' for 4 rounds (save vs. breath at -4 penalty neg.) Starmetal: additional +4 bonus to damage against extraplanar creatures Starbolt: 15% chance of dealing 4D4 magic damage Returning: returns to the wielder's hand instantly after an attack is made THAC0: +5 bonus Damage: 1D4 + 5 Damage type (melee): piercing Damage type (thrown): missile Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1462 = ~Ixil's Spike +3~ @1463 = ~This "dagger" is actually the tip of Ixil's Nail - an artifact of almost unimaginable power. Even this small piece of the legendary spear is a fierce weapon. STATISTICS: THAC0: +3 bonus Damage: 1D4 + 3 Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @1464 = ~Dagger +3~ @1465 = ~The typical dagger has a pointed, double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. STATISTICS: THAC0: +3 bonus Damage: 1D4 + 3 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Require: 3 Strength Not Usable By: Cleric Beast Master~ @1466 = ~Dart~ @1467 = ~The dart is a small, easily concealable missile weapon that is thrown, rather than fired from a launcher. STATISTICS: Damage: 1D3 Damage type: missile Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric Kensai Cavalier~ @1468 = ~Dart +1~ @1469 = ~The dart is a small, easily concealable missile weapon that is thrown, rather than fired from a launcher.~ @1470 = ~The dart is a small, easily concealable missile weapon that is thrown, rather than fired from a launcher. Magical darts such as these are sought after by thieves and mages. STATISTICS: THAC0: +1 bonus Damage: 1D3 + 1 Damage type: missile Weight: 0 Speed Factor: 1 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric Kensai Cavalier~ @1471 = ~Dart of Stunning +1~ @1472 = ~The Dart of Stunning looks like any other dart other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Combat Abilities: Stunning: target is stunned for 1 round (save vs. spell neg.) THAC0: +1 bonus Damage: 1D3 + 1 Damage type: missile Weight: 0 Speed Factor: 1 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric Kensai Cavalier~ @1473 = ~Dart of Wounding~ @1474 = ~The barbed tip of this dart inflicts upon its target wounds so deep that they will continue to bleed for several time, with very deadly results. STATISTICS: Combat Abilities: Wounding: target suffers 1 bleeding damage every round for 5 rounds Damage: 1D3 Damage type: missile Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric Kensai Cavalier~ @1475 = ~Asp's Nest +2~ @1476 = ~While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield. STATISTICS: Combat Abilities: Venomous: target suffers 1 damage every 3 seconds until 40 damage is inflicted (save vs. poison neg.) THAC0: +2 bonus Damage: 1D3 + 2 Damage type: missile Weight: 0 Speed Factor: 0 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric Kensai Cavalier~ @1477 = ~Crimson Dart +3~ @1478 = ~The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again. STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made Flaming: creatures struck suffer 1D3 fire damage THAC0: +3 bonus Damage: 1D3 + 3 Damage type: missile Weight: 0 Speed Factor: 0 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric Kensai Cavalier~ @1479 = ~Drowcraft Flail +3~ @1480 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 10 Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1481 = ~Drowcraft Bolt of Sleep +1~ @1482 = ~The dark elves are renowned for their use of unconsciousness inducing poison. They carefully guard the secret of their venom, and it is difficult to find outside of drow realms and outposts. Bolts coated in this poison are aften used by drows when capturing slaves. Drowcraft ammunition will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Sleeping: target falls asleep for 2 rounds (save vs. spell neg.) THAC0: +1 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1483 = ~Drowcraft Bolt of Stunning +2~ @1484 = ~Drowcraft ammunition will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Stunning: target is stunned for 1 round (save vs. spell neg.) THAC0: +2 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1485 = ~Drowcraft Bolt +3~ @1486 = ~Drowcraft ammunition will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @1487 = ~Drowcraft Spellchain +1~ @1488 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft armor is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft armor will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. This magical drow chain mail, much like their cousins' elven chain is so finely wrought that it can be worn under normal clothing without revealing its presence, and allows it to be worn with few restrictions. This powerful drow armor also increases the wearer's magic resistance, and casting speed factor. STATISTICS: Equipped Abilities: Drowcraft: improved armor class Casting Speed: +1 bonus Magic Resistance: +5% bonus Armor Class: 2 Weight: 15 Requires: 5 Strength Not Usable By: Druid Mage Kensai Monk Beast Master~ @1489 = ~Drowcraft Adamantine Chain +3~ @1490 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft armor is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft armor will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. This chain mail is dull black, almost purple, and does not reflect light unless carefully polished to do so. It has been crafted with a drow-made alloy of adamantine, steel, and other secret materials, crafted in the faerzress of the Underdark, making it highly resistant to physical blows. STATISTICS: Equipped Abilities: Drowcraft: improved armor class Physical Resistance: +5% bonus Armor Class: 0 Weight: 40 Requires: 5 Strength Not Usable By: Druid Mage Kensai Monk Archer Stalker Beast Master~ @1491 = ~Drow Piwafwi Cloak~ @1492 = ~The magically enhanced drow piwafi cloak is one of the most important accoutrements of a drow's possession. Even the most common of these cloaks carries a most powerful enchantment to protect its wearer. All drow long to own a piwafi; though, only those who have proven themselves useful, or who come from rich, powerful families can afford to own one. Talented drow weavers have woven strands of adamantine into the cloak, thus rendering it useless if exposed to the light -- the effect of which will turn the cloak to dust. STATISTICS: Equipped Abilities: Hide in Shadows: +75% bonus Move Silent: +75% bonus Saving Throws: +6 vs. breath Weight: 3 Not Usable By: Wizard Slayer~ @1493 = ~Halberd~ @1494 = ~Drowcraft Halberd +3~ @1495 = ~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 polearm. 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 is best described as a cross between a spear and an axe.~ @1496 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Drowcraft: +2 luck bonus to THAC0 and minimum damage 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: Cleric Druid Mage Thief Monk Beast Master~ @1497 = ~Full Plate Mail~ @1498 = ~Drowcraft Adamantine Full Plate +3~ @1499 = ~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.~ @1500 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft armor is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft armor will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. This full plate is dull black, almost purple, and does not reflect light unless carefully polished to do so. It has been crafted with a drow-made alloy of adamantine, steel, and other secret materials, crafted in the faerzress of the Underdark, making it highly resistant to physical blows. STATISTICS: Equipped Abilities: Drowcraft: improved armor class Physical Resistance: +5% bonus Armor Class: -4 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1501 = ~Medium Shield~ @1502 = ~Drowcraft Shield +3~ @1503 = ~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.~ @1504 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft shield is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft shields will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Equipped Abilities: Drowcraft: improved armor class Armor Class Bonus: 6 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1505 = ~Spear~ @1506 = ~Drowcraft Lance +3~ @1507 = ~Among mankind's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks that had been sharpened at one end. Upon mastering the use of metals, weaponsmiths forged spear heads from iron and steel, and began experimenting with different types of spear heads, thus leading to the development of certain types of polearms.~ @1508 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D6 + 3 Damage type: piercing Weight: 5 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @1509 = ~Scimitar~ @1510 = ~Drowcraft Scimitar +3~ @1511 = ~The long, curved, single-edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. Whereas the sabre was intended mainly for horsemen due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. Thus, it is slightly slower, but tends to be more effective and deadly in combat.~ @1512 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 3 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @1513 = ~Long Sword~ @1514 = ~Drowcraft Long Sword +3~ @1515 = ~These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. 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 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.~ @1516 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Drowcraft: +2 luck bonus to THAC0 and minimum damage 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: Cleric Druid Mage Beast Master~ @1517 = ~Light Crossbow~ @1518 = ~Drowcraft Light Crossbow of Speed +1~ @1519 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. Light crossbows not only weigh less than their heavier counterparts, but they fire faster as well.~ @1520 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Rapid Reload: +1 attack per round Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +1 bonus Damage: +1 bonus Weight: 4 Speed Factor: 4 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Cavalier Kensai Monk~ @1521 = ~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 polearm. 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 is best described as a cross between a spear and an axe. STATISTICS: Damage: 1D10 Damage type: piercing Weight: 12 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1522 = ~Halberd +1~ @1523 = ~Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find bone, while its barbed tip will seek out gaps in their armor. STATISTICS: THAC0: +1 bonus Damage: 1D10 + 1 Damage type: piercing Weight: 12 Speed Factor: 8 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1524 = ~Suryris's Blade +2~ @1525 = ~Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat, and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryis knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen. STATISTICS: Combat Abilities: Slashing: creatures struck are dealt an additional 1D10 slashing damage Staggering: target loses half an attack per round and suffers a -4 penalty to casting speed for 1 round (save vs. breath neg.) Unbalanced: -1/2 attack per round Damage: 1D10 + 2 THAC0: +2 bonus Damage type: piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1526 = ~Wyrmcleaver +3~ @1527 = ~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 threatens Faerun." Thorvin had this weapon enchanted at great expense and used it on many occasions, though only a single dragon 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, since the creature returned to its lair to recuperate; when it emerged, the field of combat was well scavenged. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: Cleaving: 33% chance with each successful hit to gain one extra attack in the next round Dragon Bane: additional +2 bonus to THAC0 and +8 bonus to damage against dragons Keen: +10% chance to score critical hits THAC0: +1 bonus Damage: 1D10 + 1 Damage type: piercing Weight: 12 Speed Factor: 8 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1528 = ~Dragon's Breath +3~ @1529 = ~Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent, it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor, who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself. STATISTICS: Combat Abilities: Dragon's Breath: inflicts 1D10 additional acid, cold, electrical, fire, or poison damage THAC0: +3 bonus Damage: 1D10 + 3 Damage type: piercing Weight: 12 Speed Factor: 6 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1530 = ~Blackmist +4~ @1531 = ~This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerun. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within ten feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he. STATISTICS: Special Abilities: Black Mist (3x per day): blinds everyone in a 10' radius for 10 turns (save vs. spell neg.) Equipped Abilities: Blind-Fight: wielder fights without penalties even if unable to see and cannot be backstabbed 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: Cleric Druid Mage Thief Monk Beast Master~ @1532 = ~Halberd +2~ @1533 = ~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 polearm. 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 is best described as a cross between a spear and an axe. This particular halberd is enchanted, gifted with an enhanced ability 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: Cleric Druid Mage Thief Monk Beast Master~ @1534 = ~Duskblade +2~ @1535 = ~Though once a simple halberd, this weapon spent many hundreds of years in a tomb next to the soul phylactery of a powerful lich. The creature was eventually erased from existence, purportedly by another of its kind, but such close proximity to that concentrated evil has imbued this blade with the very essence of night and the chill of darkness, energy that becomes deadly in combat. It is a foul weapon, and a warrior should use it with caution. STATISTICS: Combat Abilities: Creeping Cold: inflicts 2 cold damage each round for 4 rounds 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: Cleric Druid Mage Thief Monk Paladin Beast Master~ @1536 = ~The Wave +4~ @1537 = ~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 an even more powerful 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 disappeared along with them. It was eventually found by the adventurer Arganon of the Long Reach, who found it extremely useful during his planar travels, and The Wave soon became known on the Elemental Plane of Fire as "Clisirick", or "Fire Eater". Whether The Bitch Queen was hungry to retrieve the holy weapon or just took pleasure in unleashing her wrath, Arganon's ship was sunk during a great storm in the Sea of Swords and The Wave has been lost ever since. STATISTICS: Equipped Abilities: Protection from Spell: Horrid Wilting Combat Abilities: Smashing Wave: 15% chance target and opponents within 5' suffer 4D6 crushing damage and are knocked unconscious for 1 round (save vs. breath neg. unconsciousness) Fire Eating: efreeti, fire elementals, fire giants, and fire salamanders struck by the Smashing Wave are instantly destroyed 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: Cleric Monk Druid Mage Thief Beast Master~ @1538 = ~Ravager +4~ @1539 = ~The guards upon the walls of the evil fortress, Darkhold, carry halberds of ancient, demonic creation. The halberds were purchased from the forges of hell in trade for the souls of captured heroes, so each halberd is a valued possession. Those who wield these weapons outside the walls of Darkhold do so at their own peril, for the master of the hold is said to be linked to each one. Only taking the blood-soaked shaft of this weapon in hand brings a sudden chill along the spine and the very sight of this cursed halberd has been known to strike terror into the heart of an opponent. STATISTICS: Special Abilities: Cloak of Fear (2x per day) Combat Abilities: Dooming: target suffers a -1 penalty to THAC0, damage, and saving throws for 4 rounds (save vs. spell neg.) 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: Cleric Druid Mage Monk Thief Paladin Beast Master~ @1540 = ~Ravager +5~ @1541 = ~The guards upon the walls of the evil fortress, Darkhold, carry halberds of ancient, demonic creation. The halberds were purchased from the forges of hell in trade for the souls of captured heroes, so each halberd is a valued possession. Those who wield these weapons outside the walls of Darkhold do so at their own peril, for the master of the hold is said to be linked to each one. Only taking the blood-soaked shaft of this weapon in hand brings a sudden chill along the spine and the very sight of this cursed halberd has been known to strike terror into the heart of an opponent. Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow - unless they can survive the lethal poison injected by the vicious weapon. STATISTICS: Special Abilities: Cloak of Fear (3x per day) Combat Abilities: Dooming: target suffers a -1 penalty to THAC0, damage, and saving throws for 4 rounds (save vs. spell neg.) Viperous: 15% chance to inject a lethal poison dealing 10 damage every second for 2 rounds (save vs. poison at -4 penalty neg.) THAC0: +5 bonus Damage: 1D10 + 5 Damage type: piercing Weight: 12 Speed Factor: 4 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Monk Paladin Thief Beast Master~ @1542 = ~Halberd +3~ @1543 = ~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 polearm. 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 is best described as a cross between a spear and an axe. This particular halberd is enchanted, gifted with an enhanced ability to slaughter foes. STATISTICS: THAC0: +3 bonus Damage: 1D10 + 3 Damage type: piercing Weight: 12 Speed Factor: 6 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @1544 = ~War Hammer~ @1545 = ~Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this -- the war hammer is another. The horseman's war hammer is a descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1D4 + 1 Damage type: crushing Weight: 5 Speed Factor: 4 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1546 = ~War Hammer +1~ @1547 = ~Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this -- the war hammer is another. The horseman's war hammer is a descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.~ @1548 = ~Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. This warhammer is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D4 + 2 Damage type: crushing Weight: 5 Speed Factor: 3 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1549 = ~Rift Hammer +2~ @1550 = ~During the Time of Troubles the walls between dimensions seemed particularly thin, and many creatures normally confined to other planes walked the face of Toril. Unfamiliar items appeared as well, including several of these weapons found after portals or rifts were sighted. The true origins of the Rift Hammers have never been explained, and superstitious folk refuse even to hold them for fear they retain the taint of the lower planes. STATISTICS: Combat Abilities: Resonating: 15% chance to unleash a crushing sonic wave, dealing 4D4 damage to opponents within 10' THAC0: +2 bonus Damage: 1D4 + 3 Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1551 = ~Hammer of Corrosion +1~ @1552 = ~The Hammer of Corrosion, or "The Defiler", as it has become known in dwarven circles, is a fearsome weapon capable of making useless even the most powerful armors in the Realms. Its deadly acid can corrode pratically everything it touches and consecutive blows can rend plate mails and natural armors apart leaving the victim defenceless. The hammer has been passed from heroes to villains alike, occasionally finding its way into non-dwarven hands. STATISTICS: Combat Abilities: Acidic: creatures struck suffer 1D4 acid damage Corrosive: 50% chance to reduce target's AC by 1 for 2 rounds THAC0: +1 bonus Damage: 1D4 + 2 Damage type: crushing Weight: 5 Speed Factor: 3 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1553 = ~Tersyus +2~ @1554 = ~Tersyus, Wrath of Tyr Tersyus is a sibling to the more powerful hammers called Ulhaeron, Mercy of Tyr, and Bythialarus, Wisdom of Tyr. All three hammers were forged together in commemoration of the ascension of the Valjevo dynasty in the kingdom of Phlan in the year 750 DR. Eventually, the three were recovered by the temple of Tyr in Waterdeep and given in turn to those warriors who ventured into the world to combat Tyr's enemies. STATISTICS: Combat Abilities: Holy Smite: 20% chance to deliver 5D4 magic damage to evil creatures and blind them (save vs. spell neg. blindness) THAC0: +2 bonus Damage: 1D4 + 3 Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1555 = ~Dwarven Thrower +2~ @1556 = ~This hammer, not to be confused with the elven-made Dwarf Thrower, is only usable by dwarves. In the capable hands of a dwarven warrior, the hammer may be thrown at an opponent, and the magic in the hammer draws it back to the hand of its wielder. If it hits an opponent, it does double the damage that a thrown hammer would normally do. Against giants and ogres the hammer does even more damage, due to the special hatred that dwarves hold for these races. STATISTICS: Combat Abilities: Racial Enemy: additional +4 bonus to damage against giants and ogres Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 2D4 + 4 Damage type (melee): crushing Damage type (thrown): missile Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 11 Strength Usable By: Dwarf~ @1557 = ~Hammer of Thunderbolts +3~ @1558 = ~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 his grief Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts, he went to battle against the giant folk, and died valiantly. STATISTICS: Combat Abilities: Shocking: creatures struck suffer 1D4 electrical damage THAC0: +3 bonus Damage: 1D4 + 4 Damage type: crushing Weight: 5 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1559 = ~War Hammer +2~ @1560 = ~Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this -- the war hammer is another. The horseman's war hammer is a descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. Powerful magical energy flows through this weapon, though its origins are unknown. STATISTICS: THAC0: +2 bonus Damage: 1D4 + 3 Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1561 = ~Crom Faeyr +4~ @1562 = ~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 his grief Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts, he went to battle against the giant folk, and died valiantly. Alone, the Hammer of Thunderbolts is a powerful magical weapon, but when merged with a pair of Gauntlets of Ogre Power and a Girdle of Giant Strength it can be used to full effect. Crom Faeyr gifts its users with all the powers of the original recipients, effectively becoming one of the most fearsome weapon in the Realms. STATISTICS: Equipped Abilities: Strength: +5 bonus Unbalanced: -1/2 attack per round when used as a throwing weapon Combat Abilities: Shocking: creatures struck suffer 1D4 electrical damage Returning: returns to the wielder's hand instantly after an attack is made Thunderclap: when thrown, the target and opponents within 5' are stunned for 1 round (save vs. breath neg.) THAC0: +4 bonus Damage: 1D4 + 5 Damage type (melee): crushing Damage type (thrown): missile Weight: 5 Speed Factor: 0 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1563 = ~Runehammer +3~ @1564 = ~Glittering with magical runes this unique specimen of runehammer has been seen a number of times throughout the Realms, always appearing where a powerful evil threat is growing. It seems to patiently wait for someone to take it up, inevitably disappearing once the threat has been eliminated. No one knows for certain where this weapon originate, though the starmetal it's made of is clearly of extraplanar origin. Perhaps it comes from the outer planes to help the righteous of Faerun defend their home, or perhaps its arrival here is simply an accident. Regardless of its origin, it's unusually effective against creatures from other planes of existence. STATISTICS: Equipped Abilities: Magic Resistance: +5% bonus Combat Abilities: Banishing: summoned creatures are dismissed (save vs. spell neg.) Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +3 bonus Damage: 1D4 + 4 Damage type: crushing Weight: 5 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1565 = ~Runehammer +4~ @1566 = ~Glittering with magical runes this unique specimen of runehammer has been seen a number of times throughout the Realms, always appearing where a powerful evil threat is growing. It seems to patiently wait for someone to take it up, inevitably disappearing once the threat has been eliminated. No one knows for certain where this weapon originate, though the starmetal it's made of is clearly of extraplanar origin. Perhaps it comes from the outer planes to help the righteous of Faerun defend their home, or perhaps its arrival here is simply an accident. Regardless of its origin, it's unusually effective against creatures from other planes of existence. The Rune of Clangeddin, the dwarven god of battle and bravery, is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon. STATISTICS: Special Abilities: Mass Cure (1x per day): as 20th-level caster Champion's Strength (1x per day): as 20th-level caster Equipped Abilities: Immunity to fear Magic Resistance: +10% bonus Combat Abilities: Banishing: summoned creatures are dismissed (save vs. spell neg.) Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +4 bonus Damage: 1D4 + 5 Damage type: crushing Weight: 5 Speed Factor: 0 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1567 = ~War Hammer +3~ @1568 = ~Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this -- the war hammer is another. The horseman's war hammer is a descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. Powerful magical energy flows through this weapon, though its origins are unknown. STATISTICS: THAC0: +3 bonus Damage: 1D4 + 4 Damage type: crushing Weight: 5 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @1569 = ~Helmet~ @1570 = ~This class of open-faced 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 as well. STATISTICS: Armor Class Bonus: none Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1571 = ~Helm of Despair~ @1572 = ~This class of open-faced 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 as well.~ @1573 = ~The evil form of the paladin, the blackguard, is opposite in every way. As the image of the paladin often takes the form of a knight in shining armor, so the blackguard wears the dark plate that blends with the night. Blackguard's helmets are fashioned to increase the intimidating presence of their wearer, and are blessed by evil gods. Note: Bless effect is not cumulative with other similar magic. STATISTICS: Equipped Abilities: Charisma: +1 bonus Blessing: wearer is under the effects of a Bless spell, which raises morale by 1 and grants a +1 bonus to THAC0 and damage Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Good Bard Mage Monk Thief Paladin Kensai~ @1574 = ~Helm of Glory~ @1575 = ~Helm of the Valiant Named for its original owner, Sir Tain the Valiant, 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: Equipped Abilities: Charisma: +1 bonus Blessing: wearer is under the effects of a Bless spell, which raises morale by 1 and grants a +1 bonus to THAC0 and damage Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Evil Mage Bard Thief Monk Kensai~ @1576 = ~Helm of Defense~ @1577 = ~Gift of Peace Prized for its noble origin as much as for its benefits to the wearer, the first of these helms was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just as easily have been a good book or a bottle of wine, but adventurers are eminently more practical in their gift giving. Subsequently, because of its effectiveness in any situation, countless variants of this helm were created. These helms have seen many great battles since theirs creation, but the simple virtue at theirs core is what has always been remembered. STATISTICS: Equipped Abilities: Saving Throws: +1 bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1578 = ~Watcher's Helm~ @1579 = ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended.~ @1580 = ~It is unclear if these magic headpieces were created by clerics of Helm, god of guardians, or if they acquired their name by a more convenient circumstance. Whatever the case, they are highly prized by guards and sentries. Needless to say, bandits have also taken to wearing them, proving the old proverb that 'what's good for the goose is good for the gander'. STATISTICS: Equipped Abilities: Immunity to blindness & deafness Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1581 = ~Helm of Charm Protection~ @1582 = ~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.~ @1583 = ~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: Equipped Abilities: Immunity to charm effects Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1584 = ~Helm of Balduran~ @1585 = ~This sturdy, steel-banded helm is dented and scarred from heavy use. Dwarven runes are set into the metal above the brow.~ @1586 = ~Balduran, a legendary seafaring explorer, was the first native of Faerun to set foot on the lands known as Anchorome, making the trek up to Sossal. He returned full of tales and vast wealth, and put forth a large sum of money to protect his sparsely-settled home harbor town. Then he set sail for Anchorome once more, not to been seen again to this day. His money was well spent on the wall though, and that small town soon grew into the city of Baldur's Gate. The fabled helm of Balduran has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined. STATISTICS: Equipped Abilities: Maximum Hit Points: +5 bonus Magic Resistance: +5% bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1587 = ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. This is the standard helm used by Amnish soldiers. STATISTICS: Armor Class Bonus: None Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1588 = ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. STATISTICS: Armor Class Bonus: None Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1589 = ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. Colored brushes adorn both sides of this helm. STATISTICS: Armor Class Bonus: None Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1590 = ~Kiel's Helmet~ @1591 = ~This is the helmet worn by Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical. STATISTICS: Equipped Abilities: Immunity to fear effects Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1592 = ~Helm of Brilliance~ @1593 = ~This helm appears ordinary until its true nature is perceived. Made of brilliant silver and polished steel, the Helm of Brilliance is set with diamonds, rubies, fire opals, and opals, each of large size and enchanted. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels allow the wearer to cast a variety of powerful spells and can absorb significant amounts of fire damage. The few such helms reported to still exist have been traced back to a great cleric of Lathander from Baldur's Gate named Ergelion. Ergelion equipped his companions with these helms to turn back a horde of undead swarming out of the Troll Hills to the north. Though the horde never reached Baldur's Gate, none of that band of adventurers was seen or heard from again. STATISTICS: Special Abilities: Fireball (1x per day) Prismatic Spray (1x per day) False Dawn (1x per day) Equipped Abilities: Fire Resistance: +40% bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Thief Kensai~ @1594 = ~Skull of Death~ @1595 = ~The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the bones of his own parents. His highest ranked general would wear it when he rode into battle, using it to instantly slay the commanders of the opposing army. After that, the skeletal armies of N'Ashtar would overrun their demoralized enemies. When N'Ashtar finally fell, the Skull of Death was supposedly destroyed. STATISTICS: Special Abilities: Gaze of Death (1x per day): target dies (save vs. death neg.) Equipped Abilities: Immunity to death effects Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Mage Monk Paladin Thief Kensai~ @1596 = ~Ioun Stone~ @1597 = ~Pearly White Ioun Stone~ @1598 = ~This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color.~ @1599 = ~Legends tell that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer regenerating features, and the ability to polymorph into a giant troll. Although the dark rites bind the trolls' regenerative properties into this, they also include a dose of their weaknesses as well. STATISTICS: Special Abilities: Polymorph Self, Troll (1x per day) Equipped Abilities: Acid Resistance: -10% penalty Fire Resistance: -10% penalty Regeneration: 2 hp/round Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1600 = ~Stone of Good Luck~ @1601 = ~Also knowed as Luckstones, these ioun stones are mostly appreciated by thieves and bards as they often find themselves at the mercy of the fortune. The floating stone grants the wearer a luck bonus to any of his actions increasing saving throws, hit chances, damage rolls, thieving skills, etc. STATISTICS: Equipped Abilities: Luck: +1 bonus (+5% for skills) Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1602 = ~Trueblood's Ioun Stone~ @1603 = ~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: THAC0: +1 bonus Hit Points: +10% bonus Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1604 = ~Dragon Helm~ @1605 = ~The skillful hand of the warlock Wormsor carefully worked several dragon scales into this powerful helmet. The overlapping red scales protects the wearer from normal blows as well as fire damage, and donning the helmet also grants immunity to magical sleep and unconsciousness, though it is hard to determine whether these benefits originate within the scales or the spells of the mage. STATISTICS: Equipped Abilities: Fire Resistance: +20% bonus Immunity to sleep & unconsciousness Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Mage Bard Thief Monk Kensai~ @1606 = ~Golden Ioun Stone~ @1607 = ~The magic of this ioun stone has the power to sharpen the wearer's intellect, and increase the effectiveness of his spells. Considered 'cheating' by some wizards, these bands are highly sought after by many wizards, especially the Red Wizards of Thay. STATISTICS: Equipped Abilities: Intelligence: +1 bonus Caster Level: +2 bonus Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1608 = ~Obsidian Ioun Stone~ @1609 = ~The tough obsidian stone imbues its owner with a similar hardiness, though the process of magically altering one's constitution sometimes may be painful. STATISTICS: Equipped Abilities: Constitution: +1 bonus Saving Throws: +3 bonus vs. death Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1610 = ~Silver Ioun Stone~ @1611 = ~Perhaps the silver and gray in this stone hint at the knowledge that only comes with age and experience. These items improve perception and insight, and are often used as meditative tools by high-ranking clergy of a faith. STATISTICS: Equipped Abilities: Wisdom: +1 bonus Saving Throws: +3 bonus vs. spell Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1612 = ~Lavender Ioun Stone~ @1613 = ~The bright lavender hue of this stone dances and sparkles, as if the stone itself were alive. STATISTICS: Equipped Abilities: Dexterity: +1 bonus Saving Throws: +3 bonus vs. breath Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1614 = ~Bronze Ioun Stone~ @1615 = ~The powerful enchantments on this ioun stone make it a treasure eagerly sought after by adventures of any kind. STATISTICS: Equipped Abilities: Magic Resistance: +10% bonus Armor Class Bonus: None Protects Against Critical Hits Usable By: All~ @1616 = ~Golden Circlet~ @1617 = ~Circlet of Netheril~ @1618 = ~This thin circlet of gold appears too simple and plain to be a crown. Although unadorned with gems, there are arcane and cryptic symbols etched along the surface, hinting at hidden power within the golden circlet.~ @1619 = ~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: Equipped Abilities: Magic Resistance: +10% bonus Arcane casters can memorize one extra spell of 8th and 9th level Armor Class Bonus: None Protects Against Critical Hits Usable By: Mage~ @1620 = ~Thieves' Hood~ @1621 = ~This apparently common hood emanates a strong magical aura.~ @1622 = ~Bards and rogues alike are known to reminisce on "the glory days", and the stories of an ancient guild so magnificient it outfitted even its lowliest members with the most incredibly wondrous wares. Though there is little contained in historical documents to verify such a golden age, the occasional discovery of one of these Thieves' Hoods is enough to keep the tale in circulation. STATISTICS: Equipped Abilities: Non-detection Armor Class Bonus: None Protects Against Critical Hits Weight: 1 Usable By: Bard Thief~ @1623 = ~Master Thief's Hood~ @1624 = ~Bards and rogues alike are known to reminisce on "the glory days", and the stories of an ancient guild so magnificient it outfitted even its lowliest members with the most incredibly wondrous wares. Though there is little contained in historical documents to verify such a golden age, the occasional discovery of one of these Thieves' Hoods is enough to keep the tale in circulation. STATISTICS: Special Abilities: Improved Invisibility (3x per day) Equipped Abilities: Non-detection Immunity to poison effects Armor Class Bonus: None Protects Against Critical Hits Weight: 1 Usable By: Bard Thief~ @1625 = ~Helm of the Rock~ @1626 = ~While most barbarians of the Tuigan tribes go to war wearing fur caps or helms taken from the enemy dead, a few select war leaders wear enchanted helms such as this one. In addition to the protection they provide the Tuigan leaders, the helms are useful for inspiring a sense of fear - not only in the people they seek to conquer, but also in their own warriors. 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: Equipped Abilities: Elemental Resistance: +15% bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Usable By: Fighter~ @1627 = ~While most barbarians of the Tuigan tribes go to war wearing fur caps or helms taken from the enemy dead, a few select war leaders wear enchanted helms such as this one. In addition to the protection they provide the Tuigan leaders, the helms are useful for inspiring a sense of fear - not only in the people they seek to conquer, but also in their own warriors. 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: Special Abilities: Gaze of Despair (3x per day): target is paralyzed with fear for 2 rounds (save vs. spell neg.) Equipped Abilities: Elemental Resistance: +25% bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Usable By: Fighter~ @1628 = ~Gold Horned Helm~ @1629 = ~Leather Armor~ @1630 = ~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. STATISTICS: Armor Class: 8 Weight: 15 Requires: 4 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1631 = ~Leather Armor +1~ @1632 = ~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.~ @1633 = ~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: 7 Weight: 15 Requires: 4 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1634 = ~Protector of the Second +2~ @1635 = ~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 in unknown. STATISTICS: Equipped Abilities: Saving Throws: +1 bonus Protects Against Critical Hits Armor Class: 6 Weight: 15 Requires: 4 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1636 = ~Studded Leather~ @1637 = ~Studded Leather Armor~ @1638 = ~Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 Weight: 20 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @1639 = ~Studded Leather Armor +1~ @1640 = ~Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place.~ @1641 = ~Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 6 Weight: 20 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @1642 = ~Armor of Missile Attraction +3~ @1643 = ~This odd looking suit of studded leather cannot be removed once put on, through a Remove Curse spell. While improving the protection against all melee weapons, this armor actually becomes a target for missile weapons, and hence so does its wearer. The choice is simple, deadly arrows or deadly swords. STATISTICS: *CURSED* Equipped Abilities: Missile Attraction: -10 penalty to AC vs. missiles and creatures within 20' gain a +4 bonus to AC vs. missiles Armor Class: 4 Weight: 20 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @1644 = ~Studded Leather Armor +2~ @1645 = ~Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. Magical enchantments have greatly improved the protective abilities of this particular suit. STATISTICS: Armor Class: 5 Weight: 20 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @1646 = ~Shadow Armor +3~ @1647 = ~The Shadow Thieves of Amn are known to have deep pockets, and while they may employ countless gutter thugs and petty crooks, their elite core members are equipped very well indeed. Items such as Shadow Armor have occasionally been recovered from events where their involvement was suspected, though guild leaders have never confirmed or denied ownership. Shadow Armors are powerful suits created for use by the Shadowmasters of Amn, who are at the highest levels of the Shadow Thief hierarchy. The essence of night has been woven into this dark suit so that it feels and looks like normal armor but actually encloses the wearer in a mass of twisting shadows. The resulting almost insubstantial armor does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. STATISTICS: Equipped Abilities: Shadow Armor: allows arcane spellcasting without penalties, and grants a +10% bonus to Hide in Shadows Armor Class: 4 Weight: 0 Usable By: Thief~ @1648 = ~Karajah's Leather Armor +2~ @1649 = ~This suit of leather armor is light and supple, and a pleasure to wear.~ @1650 = ~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 magical qualities, but his peers ignored his claims of ignorance when enchantments were discovered. The armor survived the subsequent beating, whereas Karajah did not. STATISTICS: Equipped Abilities: Dexterity: +2 bonus Saving Throws: +2 bonus vs. breath Armor Class: 6 Weight: 15 Requires: 4 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1651 = ~Hide Armor~ @1652 = ~Hide Armor is made from the thick skin of large animals (elephants, for example) or layers of thinner, more common leather. It is considered too cumbersome for use in advanced human cultures, but is common among more barbaric humanoids. It offers better protection than normal leather, but can be hard to maintain, often resulting in an offensive odor or shoddy appearance that prevents effective use. Thieves can wear this armor, but it has a negative effect on their abilities. STATISTICS: Armor Class: 6 Weight: 25 Requires: 6 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1653 = ~Leather Armor +2~ @1654 = ~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: 6 Weight: 15 Requires: 4 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1655 = ~Leather Armor +3~ @1656 = ~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: 15 Requires: 4 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1657 = ~Skin of the Ghoul +2~ @1658 = ~A clever thief, Damien Oneknife always tried to gain from the assets of his enemies, no matter the circumstances. 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 what he thought to be their leader 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, but the stink of death and corruption surrounding it was overwhelming. Damien got accustomed to this ghastly stench and though he never wore this armor in public, he found it very effective when adventuring. Not very epic perhaps, but practical. STATISTICS: Equipped Abilities: Charisma: -2 penalty Saving Throws: +2 bonus vs. paralyzation Stench: living creatures within 10' suffer a -2 penalty to THAC0 and 20% spell failure (save vs. death neg.) Armor Class: 4 Weight: 25 Requires: 6 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1659 = ~Skin of the Forest +3~ @1660 = ~This was the armor of Seffer Ekr, and a sign of the goddess Mielikki's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding hordes of monsters back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade. Note: Barkskin effect is not cumulative with other similar magic. STATISTICS: Equipped Abilities: Barkskin: additional +4 bonus to AC Armor Class: 5 Weight: 15 Requires: 4 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1661 = ~Orc Leather +2~ @1662 = ~This ghastly armor was taken from an orc camp destroyed by barbarians. Instead of standard metal rivets, like normal studded leather, this orc leather is instead laced with hundreds of fire hardened bones. Finger bones, ribs, and skulls cover the armor, acting much like the traditional metal rivets. Powerful orcish enchantments give the armor special resistance to physical blows, but the repulsiveness of the armor reduces the wearer's charisma. STATISTICS: Equipped Abilities: Charisma: -1 penalty Physical Damage Resistance: +10% bonus Armor Class: 5 Weight: 25 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @1663 = ~Armor of Deep Night +5~ @1664 = ~Enchanted ebony rivets adorn the black leather of this armor that belonged to Dami Darn, a skilled and feared mercenary killer. She was frequently hired to hush up quarrels between guilds and countless burglars, thieves, and even assassins fell at her hands. She made herself so many enemies that she had this studded leather armor enchanted in order to avoid being killed by her own methods. Her potential killers were left with no choice but to fight her openly, though most met their end before attempting this. STATISTICS: Equipped Abilities: Immunity to backstab Armor Class: 2 Weight: 25 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @1665 = ~Armor of the Viper +4~ @1666 = ~This armor's namesake is a serpent only in manner, referring to the Drow assassin Raroh. Poison was his trademark, and he had this suit enchanted consequently without revealing its properties to anyone. Raroh taught everything he knew about the art of killing and the secrets to create the most lethal of poisons to Avlorm, the most promising novice assassin within his own guild. But when Avlorm's power eventually threatened his own, Raroh had to teach his pupil the last lesson of his life. Avlorm and a few trained assassins planned to kill their master within his own house, with the aid of the night and the best poison they could brew. Unfortunately for them Raroh was well aware of this, and thanks to this suit's immunity to venom, their poisoned darts and blades couldn't harm him. Subsequentely he easily dispatched all of them entwisting them in a poisonous cloud of ghastly, green vapors, and landing the killing blows with bare hands. STATISTICS: Special Abilities: Cloudkill (1x per day) Equipped Abilities: Immunity to poison effects Armor Class: 3 Weight: 25 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @1667 = ~Shadow Dragonhide Armor +5~ @1668 = ~~ @1669 = ~This suit of hide armor is formed from interlocking shadow dragon scales. Lighter and less encumbrant than most hide armors, shadow dragonhide armor also protects the wearer from negative energy attacks. Suits such as this are much sought after, but few smiths are willing to craft them. The necessary materials are rare and dangerous to acquire, and dragons have long memories where their kin are concerned. Most smiths would prefer not to even risk association with the trade in dragon hide. STATISTICS: Equipped Abilities: Immunity to level drain effects Armor Class: 1 Weight: 20 Requires: 6 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1670 = ~Aeger's Hide +3~ @1671 = ~Hide Armor is made from the thick skin of large animals (elephants, for example) or layers of thinner, more common leather. It is considered too cumbersome for use in advanced human cultures, but is common among more barbaric humanoids. It offers better protection than normal leather, but can be hard to maintain, often resulting in an offensive odor or shoddy appearance that prevents effective use.~ @1672 = ~This heavy and thick bear hide is all that remains of the fabled Aeger. Several hundred years ago the Aeger, a giant bear, terrorized hundreds of small villages up and down the Sword Coast. The bear was possessed by a seemingly unstoppable fury and it was invulnerable to fire, cold, electricity and acid. Finally the young men and women of several villages banded together, forming a militia almost two hundred people strong. The Aeger was surrounded and finally slain. Less than a dozen villagers survived, and they carved the Aeger's hide amongst themselves. Out of one of the pieces this armor was created. STATISTICS: Equipped Abilities: Strength: +1 bonus Elemental Resistance: +10% bonus Armor Class: 3 Weight: 30 Requires: 6 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1673 = ~Human Flesh +4~ @1674 = ~Made from human skin and treated with the blood of a noble dragon, this armor emits the stench of bitter death. The malevolent armor can only be used by a truly evil person. STATISTICS: Equipped Abilities: Saving Throws: +2 bonus Magic Resistance: +20% bonus Hideous: +2 bonus to AC and saving throws vs. humanoids Armor Class: 4 Weight: 15 Requires: 3 Strength Usable By: Evil~ @1675 = ~Human Flesh~ @1676 = ~This is a tunic made from the badly sewn together human flesh that you took from the Tanner's house in the Bridge District. If completed it may make serviceable armor, albeit only the most evil of humans could wear such a vile item. STATISTICS: Armor Class: 9 Weight: 5 Requires: 3 Strength Usable By: Evil~ @1677 = ~Trollhide Armor +4~ @1678 = ~Some might argue that trolls are the natural enemy of most rangers. Inherently violent and aggressive, trolls frequently attack with little or no provocation. They attack humans and small human settlements regularly, destroying everything in their path. Trolls are not only feared for their large, powerful limbs, but for their ability to rapidly regenerate most wounds inflicted on them. This magically enhanced suit of armor, made with the thick hide of trolls, grants the wearer the same regenerative properties. STATISTICS: Equipped Abilities: Acid Resistance: -15% penalty Fire Resistance: -15% penalty Regeneration: 1 hp/3 seconds Armor Class: 2 Weight: 25 Requires: 6 Strength Not Usable By: Mage Kensai Monk Shapeshifter~ @1679 = ~Grandmaster's Armor +5~ @1680 = ~Created for the Grandmaster Assassin Vita Muerte, this suit not only provided protection but also enabled Vita to better pursue her fleeing victims... as the unfortunate wizard who fashioned this item for the ruthless killer soon learned. Note: Haste effect is not cumulative with other similar magic. STATISTICS: Equipped Abilities: Immunity to slow effects Haste: wearer's movement rate is doubled, he gains an additional attack per round, +1 bonus to attack rolls, armor class and saves vs. breath Armor Class: 3 Weight: 15 Requires: 4 Strength Not Usable By: Mage Monk Avenger Kensai Shapeshifter~ @1681 = ~Aegis Fang +3~ @1682 = ~Aegis-Fang is a mighty battlehammer forged by King Bruenor Battlehammer, and is considered his masterwork. Crafted for Wulfgar, the gods imbued it, making it unbreakable and able to return on command. The hammer's head was forged of mithral while the handle was crafted of adamantite. Upon the hammer's head there are three dwarven symbols edged in diamond dust. On one side is a set of crossed axes, the symbol of Clangeddin, the dwarven god of battle. On the other side is an anvil and hammer, the symbol of Moradin the Soulforger. Carefully detailed and layed upon both sides is the symbol of Dumathoin, the keeper of Secrets. This weapon was made specifically for Wulfgar by Bruenor Battlehammer, and the strongest of its enchantments only functions while in the young warrior's hands. Anyone else wields Aegis-Fang as a War Hammer +3. STATISTICS: THAC0: +3 bonus Damage: 2D4 + 4 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 18 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @1683 = ~Mithral Full Plate +2~ @1684 = ~This is the personal armor of Bruenor Battlehammer, and never a finer kit have you seen. It is truly a marvel of battlefield craftsmanship. STATISTICS: Armor Class: -1 Weight: 30 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1685 = ~Roranach's Horn~ @1686 = ~Passed down from generation to generation of Rashemi warriors, this helm provides its user with enhanced vitality, and resistance to attacks of physical nature. However the rushing charges encouraged by its user's raging have often led to this helm changing hands perhaps more frequently than it should. STATISTICS: Equipped Abilities: Physical Resistance: +10% bonus Armor Class Bonus: 1 Protects Against Critical Hits Not Usable By: Druid Bard Mage Monk Thief Kensai~ @1687 = ~Dark Elven Spellchain +3~ @1688 = ~This mail feels more akin to cloth than to metal, and may be worn by thieves with few penalties and by fighter-mages without impairing their spellcasting ability. This variety of mail is woven in almost exactly the same form by both elves and drows; its design has changed little since the drow's elven past and is used for surface forays, where drowcrafted chain would decay. The light-coloured elven variety of this armor has no restrictions aside from wearer's size, but the dark drow variety is magically attuned to its owner, and thus can be worn only by drows. STATISTICS: Equipped Abilities: Magic Resistance: +10% bonus Protects Against: Poison Armor Class: 2 Weight: 15 Requires: 5 Strength Usable By: Drow~ @1689 = ~Book of Infinite Spells~ @1690 = ~This is obviously a spellbook of some kind but the tome will not open until you know the true name of the book. You shall have to identify it.~ @1691 = ~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, a 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~ @1692 = ~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, a 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: Invisibility~ @1693 = ~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, a 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: Protection from Evil~ @1694 = ~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, a 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: True Seeing~ @1695 = ~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, a 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: Farsight~ @1696 = ~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, a 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: Spell Turning~ @1697 = ~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, a 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: Wyvern Call~ @1698 = ~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, a 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: Stinking Cloud~ @1699 = ~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, a 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: Lightning Bolt~ @1700 = ~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, a 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. This is the last page of the book. The spell on this page is: Burning Hands~ @1701 = ~Bottle~ @1702 = ~Efreeti Bottle~ @1703 = ~This appears to be a small, empty bottle.~ @1704 = ~When this bottle is rubbed, an Efreeti will appear. The Efreeti will attack any enemies of its summoner, remaining for up to one turn. The summoner should be wary, though, as a mistreated Efreeti will turn on its master. STATISTICS: Special Abilities: Summons Efreeti (1x per day) Not Usable By: Wizard Slayer~ @1705 = ~Figurine~ @1706 = ~Golden Lion Figurine~ @1707 = ~This is a small animal figurine.~ @1708 = ~This small figurine is a perfect replication of a lion. When the command word is spoken, the lion grows to normal proportions, becoming a living, breathing cat named Joolon. Once summoned, the lion will obey their summoner's commands for five turns, or until slain. After this period, the figurine will return to its owner, and Joloon may be summoned again after 24 hours have passed. STATISTICS: Special Abilities: Summon Joolon (1x per day): 5 turns Joolon Characteristics (8 Hit Dice): STR 19, DEX 14, CON 17, INT 9, WIS 11, CHA 8; AL Neutral HP 107, AC 2, THAC0 7, Saving Throws 8/12/8/12/12 2 Attacks per Round, 1D10 + 9 Piercing (Claws & Bite +2) Special Qualities: Magic Resistance: 10% bonus Immune to normal weapons Not Usable By: Wizard Slayer~ @1709 = ~Black Spider Figurine~ @1710 = ~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. Kitthix can phase to a different location during combat, has a poisonous bite and can also use its Web Tangle ability, which sprays a stream of webbing at one target. The spider will obey its master's commands for five turns or until slain, after which the figurine will return to its owner. Kitthix can fight once more after 24 hours have passed. STATISTICS: Special Abilities: Summon Kitthix (1x per day): 5 turns Kitthix Characteristics (8 Hit Dice): STR 17, DEX 17, CON 16, INT 9, WIS 11, CHA 6; AL Neutral HP 82, AC 0, THAC0 12, Saving Throws 8/12/8/12/12 5 Attacks per Round, 1D8 + 2 Piercing + Poison (Legs & Bite +1) Special Attacks: Venom: 20% chance target suffers 3 hp/round poison for 5 rounds (save vs. poison at -3 penalty neg.) Web Tangle (2x per day): target is held for 3 rounds (save vs. breath at -2 penalty neg.) Special Qualities: Magic Resistance: 10% bonus Immune to charm, confusion, fear, poison & web effects Not Usable By: Wizard Slayer~ @1711 = ~Horn~ @1712 = ~Horn of Blasting~ @1713 = ~This is a small horn. Horns are typically made of bone or metal and can produce a large variety of sounds.~ @1714 = ~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 applying the theoretical magical knowledge to the creation of a practical new technology. An apprentice blew through the horn while it was aimed in the direction of Julius, who had insisted on a 'useful experiment'. The resulting shockwave that emanated from the horn first stunned poor Julius, and then tore him apart. STATISTICS: Special Abilities: Sonic Blast (1x per day): an area of 10' radius around the user is blasted with a tremendous sonic wave, dealing 4D4 damage and stunning opponents within for 1 round (save vs. breath neg. stun) Not Usable By: Wizard Slayer~ @1715 = ~Long Sword +1~ @1716 = ~Silver Horn of Valhalla~ @1717 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, the warriors must offer their abilities to any who blow one of these sacred horns. This horn will summon forth a fifth level warrior who will fight for the summoner for one hour. STATISTICS: Special Abilities: Summon Berserker (1x per day): 5 turns Berserker Characteristics (5 Hit Dice): STR 18, DEX 16, CON 16, INT 9, WIS 10, CHA 9; AL Chaotic Good HP 68, AC 3, THAC0 13, Saving Throws 11/13/12/13/14 3/2 Attacks per Round, 1D8 + 5 Slashing (Long Sword +1) Special Abilities: Enrage (2x per day) Not Usable By: Wizard Slayer~ @1718 = ~Bronze Horn of Valhalla~ @1719 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, the warriors must offer their abilities to any who blow one of these sacred horns. This horn will summon forth a seventh level warrior who will fight for the summoner for one hour. STATISTICS: Special Abilities: Summon Berserker (1x per day): 5 turns Berserker Characteristics (7 Hit Dice): STR 18/51, DEX 17, CON 17, INT 10, WIS 11, CHA 10; AL Chaotic Good HP 97, AC 1, THAC0 8, Saving Throws 10/12/11/12/13 3 Attacks per Round, 1D8 + 7 Slashing (Axes +2) Special Abilities: Enrage (2x per day) Not Usable By: Wizard Slayer~ @1720 = ~Iron Horn of Valhalla~ @1721 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, the warriors must offer their abilities to any who blow one of these sacred horns. This horn will summon forth a ninth level warrior who will fight for the summoner for one hour. STATISTICS: Special Abilities: Summon Berserker (1x per day): 5 turns Berserker Characteristics (9 Hit Dice): STR 18/00, DEX 18, CON 18, INT 11, WIS 12, CHA 11; AL Chaotic Good HP 126, AC -1, THAC0 3, Saving Throws 8/10/9/9/11 3 Attacks per Round, 2D6 + 14 Slashing (Two-Handed Sword +3) Special Abilities: Enrage (3x per day) Not Usable By: Wizard Slayer~ @1722 = ~Horn of Silence~ @1723 = ~When this odd horn is blown no sound issues forth, making most people discard it as useless. However, if the proper command word is known, the horn is capable of silencing all within its area of effect, providing that they fail a saving throw versus breath weapons. This horn may be used three times a day. The most common use of the Horn of Silence is as a weapon against mages. Fighters often employ the horn, silencing enemy mages and drastically improving their own chances of success against the frail magic users. STATISTICS: Special Abilities: Silence (3x per day): everyone within 10' is silenced for one turn (saved vs. breath neg.) Not Usable By: Wizard Slayer~ @1724 = ~Harp~ @1725 = ~Harp of Discord~ @1726 = ~Harps are stringed instruments often used by bards. This small harp is ideal for the traveling warbler or tales and ballads.~ @1727 = ~Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous harp, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a gift for such destructive entertainment, Talos touched the instrument that was laying next to Pellon's unconscious body. After that night, Pellon discovered that he could make men go berserk just by playing his harp. He took great delight in setting mercenaries and sailors against each other for several weeks. Eventually, Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't let Pellon get close enough to employ his magical instrument. STATISTICS: Special Abilities: Confusion (3x per day): opponents within 10' are confused for 5 rounds (save vs. spell neg.) Usable By: Bard~ @1728 = ~Azlaer's Harp~ @1729 = ~In the twisted court of Azlaer a bizarre ritual was enacted every night of the full moon. Within Azlaer's massive palace lay an courtyard open to the sky above. This courtyard housed a large pool full of man eating sharks. For amusement Azlaer would invite well known citizens from nearby towns to his estate for an evening of dining and entertainment. This entertainment consisted of Azlaer playing this harp, the effects of which removed any fear from his guests. Randomly Azlaer would single out a guest and have him or her walk into the shark filled pool. When in a particularly sadistic mood Azlaer would first toss in blood, inciting the sharks into a frenzy that ended with the death of the helpless guest. Devotees of Helm finally lashed out against Azlaer and his cruel practices, destroying the estate, slaying Azlaer, and appropriating the harp for more beneficial uses. STATISTICS: Special Abilities: Resist Fear (3x per day) Usable By: Bard~ @1730 = ~Methild's Harp~ @1731 = ~In a valley far from most civilized lands there once was a tiny kingdom called Chilldion. One winter evening, a trio of evil witches overtook the valley and imprisoned the royal family by casting spells of holding upon them. The witches planned to eat the family one by one. After a hard day of slaying innocents and desecrating the palace, the witches were exhausted, so they called for the court bard to play them a song. Methild the bard was loyal to his king and the king's family and so he used the special powers of this magic harp. As he played, he focused his attention first on the king. As the song played on, the spell of holding upon the king dissipated, and the noble liege slowly crept away. One by one, Methild freed his patrons, being careful to keep the witches' attention drawn his way. Finally, once all the captives were free, the bard could play no longer and the witches saw his treachery. Poor Methild did not escape and was served on the supper table in place of the royals. STATISTICS: Special Abilities: Remove Paralysis (3x per day) Usable By: Bard~ @1732 = ~Glasses of Identification~ @1733 = ~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. STATISTICS: Special Abilities: Identify (3x per day) Usable By: All~ @1734 = ~Harper Pin~ @1735 = ~Amulet of Harper Pin~ @1736 = ~A Harper Pin is a treasured item, signifying that the bearer is an honored and trusted member of the Harpers. It grants the wearer exceptional protection against many different kinds of attacks. They are not attuned to any particular person, but you would be hard pressed to find someone that would lend such an item or even let it out of their sight. It is quite literally a badge of honor. STATISTICS: Equipped Abilities: Non-detection Electrical Resistance: +100% bonus Protection from Spell: Magic Missile Saving Throws: +5 bonus vs. spells Usable By: Harper~ @1737 = ~Wooden Stake~ @1738 = ~A sharpened, wooden stake that is marked with the holy symbols 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.~ @1739 = ~Dagger of Venom +2~ @1740 = ~The daggers of venom are potent blades favored by assassins all across the Realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Every time it hits an opponent, it secretes a venom into the blood stream of the creature. The venom works quickly and efficiently. STATISTICS: Combat Abilities: Envenomed: creatures struck by the weapon suffer 1 damage each second for 3 rounds (save vs. poison neg.) THAC0: +2 bonus Damage: 1D4 + 2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Not Usable By: Beast Master~ @1741 = ~Blackrazor +3~ @1742 = ~This sword radiates evil like a sour odor, and the owner never knows if he wields the weapon, or if it wields him. Its special purpose is to steal life essences, and when the sword manages to drain a victim's essences it temporarily grants them to the wielder. In addition to its combat abilities, Blackrazor slowly regenerates its owner with the drained strength of opponents. STATISTICS: Equipped Abilities: Regeneration: 1 hp/round Immunity to charm and fear effects Combat Abilities: Souldrinking: 15% chance to drain one level from the target, raising the wielder's maximum hit points by 5, increasing their strength by 1, and hasting them for 1 turn 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: Cleric Druid Mage Beast Master~ @1743 = ~Neb's Nasty Cutter +1~ @1744 = ~This is a vicious weapon used by Neb. It is covered with old blood, and its keen blade is coated in a poison that is both quick-acting and extremely deadly. Only the truly evil would stoop to using such an item. STATISTICS: Combat Abilities: Keen: +5% chance to score critical hits Diseasing: target suffers 2 damage each round and is slowed for 4 rounds (save vs. poison neg.) THAC0: +1 bonus Damage: 1D4 + 1 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Non-evil alignments Cleric Beast Master~ @1745 = ~Quiver~ @1746 = ~Quiver of Plenty +1~ @1747 = ~Usually made of leather, a quiver can hold anywhere from 20 to 40 arrows or crossbow bolts.~ @1748 = ~One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter. But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention. If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over, a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved. Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin's subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle, forcing him to be their lord once more. To insure he never escaped to the woods again Orin's precious quiver was forever hidden away, and mere mention of it became an offense punishable by death. STATISTICS: Equipped Abilities: Plentiness: endless +1 arrows THAC0: +1 bonus Damage: 1D6 Damage type: missile Weight: 2 Launcher: Bow~ @1749 = ~Case of Plenty +1~ @1750 = ~The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well-documented shortage of competent fletchers during the Time of Troubles. STATISTICS: Equipped Abilities: Plentiness: endless +1 bolts THAC0: +1 bonus Damage: 1D8 Damage type: missile Weight: 2 Launcher: Crossbow~ @1751 = ~Quiver of Plenty +3~ @1752 = ~One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter. But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention. If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over, a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved. Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin's subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle, forcing him to be their lord once more. To insure he never escaped to the woods again Orin's precious quiver was forever hidden away, and mere mention of it became an offense punishable by death. The money and resources you invested in the Quiver of Plenty have resulted in an item of even greater magical properties. STATISTICS: Equipped Abilities: Plentiness: endless +3 arrows THAC0: +3 bonus Damage: 1D6 Damage type: missile Weight: 2 Launcher: Bow~ @1753 = ~Case of Plenty +3~ @1754 = ~The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well-documented shortage of competent fletchers during the Time of Troubles. The money and resources you invested in the Case of Plenty have resulted in an item of even greater magical properties. STATISTICS: Equipped Abilities: Plentiness: endless +3 bolts THAC0: +3 bonus Damage: 1D8 Damage type: missile Weight: 2 Launcher: Crossbow~ @1755 = ~Bag~ @1756 = ~Bag of Plenty +1~ @1757 = ~A simple cloth bag may be used for holding any number of items.~ @1758 = ~Although this soft cloth pouch seems empty right now, there is still a powerful aura of magic surrounding it. STATISTICS: Equipped Abilities: Plentiness: endless +1 bullets THAC0: +1 bonus Damage: 1D4 + 2 Damage type: missile Weight: 2 Launcher: Sling~ @999 = ~Bag of Plenty +3~ @1759 = ~Although this soft cloth pouch seems empty right now, there is still a powerful aura of magic surrounding it. The money and resources you invested in the Bag of Plenty have resulted in an item of even greater magical properties. STATISTICS: Equipped Abilities: Plentiness: endless +3 bullets THAC0: +3 bonus Damage: 1D4 + 4 Damage type: missile Weight: 2 Launcher: Sling~ @1760 = ~Two-Handed Sword~ @1761 = ~Unholy Reaver +5~ @1762 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.~ @1763 = ~This dark, two-handed sword radiates evil from a distance and is only usable by anti-paladins. STATISTICS: Equipped Abilities: Magic Resistance: +25% bonus Combat Abilities: Dispelling: removes all magical effects from the target (save vs. spell neg.) Unholy: additional +5 bonus to damage against good creatures THAC0: +5 bonus Damage: 1D10 + 5 Damage type: slashing Weight: 8 Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Usable By: Anti-paladin~ @1764 = ~Protection Scroll~ @1765 = ~Protection from Acid~ @1766 = ~A protection scroll is a set of magical runes imprinted on enchanted parchment. These scrolls are unique in that any class of character can read them, whether adept in magic or not. When the runes are read aloud the protective magic is released upon the reader. These scrolls can have a wide variety of beneficial effects, though care should be taken with scrolls gained from suspicious sources.~ @1767 = ~A Protection from Acid scroll protects its reader from all acid-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like acidic dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Melf's Acid Arrow and Acid Fog. The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @1768 = ~Protection from Cold~ @1769 = ~A Protection from Cold scroll protects its reader from all cold-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like icy dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Ice Storm and Cone of Cold. The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @1770 = ~Protection from Electricity~ @1771 = ~A Protection from Electricity scroll protects its reader from all electrical-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like electric dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Lightning Bolt, Glyph of Warding, Call Lightning, and Chain Lightning. The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @1772 = ~Protection from Fire~ @1773 = ~A Protection from Fire scroll protects its reader from all fire-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like fiery dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Burning Hands, Fireball, Flame Strike, and Fire Storm. The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @1774 = ~Protection from Magic~ @1775 = ~A Protection from Magic scroll creates a very powerful globe of anti-magic in a 3' radius around the reader. No form of magic can pass into it or out from it, and any spell effects currently affecting the target will be removed. The globe cannot be dispelled, nor breached by most anti-magic attacks, but a Spellstrike spell can destroy it. The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @1776 = ~Protection from Ailments~ @1777 = ~A Protection from Ailments scroll will protect the reader from all forms of poison and disease, be they of a natural or magical nature.The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @1778 = ~Protection from Undead~ @1779 = ~A Protection from Undead scroll creates a magical barrier around the reader at a distance of one foot. The barrier moves with the recipient and protects him from all forms of attack made by undead creatures. The recipient is immune to level drain effects, attacks made by undead creatures against the protected creature receive a -2 penalty to their attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @1780 = ~Edwin's Amulet~ @1781 = ~This is Edwin's birthright, inlaid with his family stone. STATISTICS: Equipped Abilities: Memorize two extra spells of each level from 1st to 9th Usable By: Edwin~ @1782 = ~Jansen AdventureWear~ @1783 = ~Jansen-Brand Metal-Repellant AdventureWear - (patent pending) This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base armor class, but it does grant a resistance to all physical damage and an additional protection against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish. Note: dry clean only. STATISTICS: Equipped Abilities: Physical Damage Resistance: +20% bonus Armor Class: +4 bonus vs. missile Weight: 5 Usable By: Jan Jansen~ @1784 = ~Bow of Arvoreen +2~ @1785 = ~This enchanted bow has been in Mazzy Fentan's possession for several years, given to her by her god Arvoreen. STATISTICS: Equipped Abilities: Free Action: the wearer is immune to everything, magical and otherwise, that limits mobility in any way THAC0: +2 bonus Damage: +2 bonus Weight: 2 Speed Factor: 4 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Usable By: Halfling~ @1786 = ~Imoen's Belt~ @1787 = ~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. STATISTICS: Usable By: Imoen~ @1788 = ~Corthala Family Armor +3~ @1789 = ~This armor, long in the Corthala bloodline, is a heavily enchanted mithral chain mail. The armor has been crafted by powerful mages of the Corthala family in order to effectively fight other mages. The armor makes the wearer immune to charm and detection by magical means ensuring he can plan his actions and pursue his targets without worring about external interference. As it is specially fitted for Valygar, few other than he may wear it. STATISTICS: Equipped Abilities: Non-detection Immunity to charm effects Armor Class: 2 Weight: 20 Usable By: Valygar~ @1790 = ~Cloak of the High Forest~ @1791 = ~In his younger years, Cernd spent a cycle of seasons meditating on his role within nature. He made no shelter for himself, wanting to be completely unencumbered by the trappings of civilization. Nature may have appreciated his intent, but She also knows that, for all their dedication, at times her children can be foolish. Cernd found this cloak before the cold season set in, seemingly woven from the very undergrowth to fit him perfectly. The message was clear: he can appreciate the rain while still seeking shelter from it. STATISTICS: Equipped Abilities: Elemental Resistance: +10% bonus Regeneration: 1 hp/round Protection from Spells: Summon Insects, Insect Plague, and Creeping Doom Weight: 3 Usable By: Cernd~ @1792 = ~Jansen Spectroscopes~ @1793 = ~Jansen-Brand Micro-Macro Spectroscopes - (Official Spectroscopes of the Purple Brotherhood) Another one of Jan Jansen's inventions, these glasses allow Jan to detect invisibility once per day. They also give Jan an additional +25% to his detect and disarm traps abilities. Various lenses on the contraption increase Jan's ability to detect illusions by 20%. The style of the Spectroscopes is so obvious it hardly needs to be mentioned. STATISTICS: Special Abilities: Detect Invisibility (1x per day) Equipped Abilities: Find Traps: +25% bonus Detect Illusions: +20% bonus Armor Class Bonus: None Protects Against Critical Hits Usable By: Jan Jansen~ @1794 = ~Jansen Techno-Gloves~ @1795 = ~Jansen-Brand Techno-Thieving Gadgetizer Gloves - (TM) This set of thieving tools gives Jan an additional bonus to both his lock picking and pick pocketing. He is the only one who can use the Gloves, as no one else quite has the knack of it. Oddly, he seems to be able to actually cast spells while wearing the things. Must be because they got style. STATISTICS: Equipped Abilities: Lockpicking: +20% bonus Pick Pockets: +20% bonus Armor Class: 5 Weight: 0 Usable By: Jan Jansen~ @1796 = ~Staff of the High Forest +2~ @1797 = ~This staff finds its origin within a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was of particular interest; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring Cernd examined it one last time, and it came loose in his hands, a living staff, granted as a boon from nature herself. It has grown to fit his grip, and no other may wield it. STATISTICS: Equipped Abilities: Casting Speed: +1 bonus Elemental Resistance: +10% bonus THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Usable By: Cernd~ @1798 = ~Firecam Full Plate Mail +2~ @1799 = ~This armor belonged to the Firecam House for generations but it never had seen such glory before passing to Keldorn's possession. Keldorn had proven himself to be one of the mightiest and more devoted champion of Torm, and the god himself blessed the suit bestowing his protection in the form of a magical shield. The armor can absorb a high amount of magical damage and any who dares to strike Torm's favourite suffers proper retribution as the god's shield damages the unfaithful ones with its magical energy. This suit is designed for Keldorn and only he can wear it without incurring in Torm's wrath. STATISTICS: Equipped Abilities: Magic Damage Resistance: +40% bonus Retribution: all who strike the wearer in melee suffer 5 magic damage Armor Class: -1 Weight: 60 Usable By: Keldorn~ @1800 = ~Ring~ @1801 = ~De'Arnise Signet Ring~ @1802 = ~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.~ @1803 = ~This ring was given to Nalia by her father upon her ascension to adulthood. Bonded to her blood as it is, the ring's powers may not be used by anyone else. STATISTICS: Equipped Abilities: Luck: +2 bonus (+10% for skills) Usable By: Nalia~ @1804 = ~Delryn Family Shield +2~ @1805 = ~This is Anomen's family shield, given to him by his father. In addition to the magical protection the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. STATISTICS: Special Abilities: Protection from Missiles (3x per day): 5 turns Equipped Abilities: Fire Resistance: +30% bonus Cold Resistance: +30% bonus Armor Class Bonus: 4 Weight: 15 Usable By: Anomen~ @1806 = ~Sword of Arvoreen +2~ @1807 = ~Another gift to Mazzy from Arvoreen, this short sword may only be used by halflings. Its enchantments give it the ability to slow any opponent it strikes. STATISTICS: Combat Abilities: Enfeebling: target is slowed and suffers a -1 penalty to THAC0 and AC for 1 round (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Usable By: Halfling~ @1808 = ~Katana~ @1809 = ~Yoshimo's Katana +2~ @1810 = ~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: Combat Abilities: Toxin: target suffers 2 nonlethal damage every 2 seconds for 2 rounds (save vs. poison neg.) THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 5 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Usable By: Yoshimo~ @1811 = ~Two-Handed Sword~ @1812 = ~Hallowed Redeemer +2~ @1813 = ~Keldorn distinguished himself early in his career as a paladin, and since he was ordered this powerful sword has always been at his side. The blessed weapon is imbued with holy power, and it has been forged to eradicate any source of evil wherever it lies. Furthermore the inquisitor's blade is the bane of evil practitioners of arcane and divine magic alike because of it's power to silence which leave them defenceless while judgement falls upon them. STATISTICS: Combat Abilities: Heretic's Doom: silence target for 2 rounds (save vs. spell neg.) Holy: additional +3 bonus to damage against evil creatures THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 8 Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: 2-handed Usable By: Keldorn~ @1814 = ~Corthala Family Blade +2~ @1815 = ~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. STATISTICS: Equipped Abilities: Saving Throws: +3 bonus vs. spell Combat Abilities: Spell Disruption: each hit causes a cumulative 10% chance of spell failure for 1 turn Damage: 1D10 + 2 Damage type: slashing Weight: 5 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Usable By: Valygar~ @1816 = ~Entropy +2~ @1817 = ~This Baatorian green steel blade is one of Haer'Dalis' favorite weapons. This sickly green metal is very rarely found outside of the Outer Planes. This is because the ore needed to make the metal is only found on the lower planes, specifically the Nine Hells of Baator. The most common users of baatorian green steel are the baatezu themselves, who use weapons and armors made of this metal in the Blood War (their eternal fight against the tanar'ri). This metal is also known as banesteel due to the fact that weapons made of green steel strike more often and are able to penetrate armor very easily. Due to its heritage this short sword is usable only by tieflings. STATISTICS: Combat Abilities: Entropy: each hit reduces target's saves vs. spell by 1 for 4 rounds Envenomed: creatures struck suffer 1D6 poison damage THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Usable By: Tieflings~ @1818 = ~Chaos +2~ @1819 = ~This Tanar'ri red steel blade is one of Haer'Dalis' favorite weapons. This rare metal is another product of the Blood War and the Lower Planes. In this case, the metal is crafted in the infinite layers of the Abyss and is used primarily by the tanar'ri. Red steel is also known as bloodsteel. Besides being the color of fresh blood, weapons made from red steel have a tendency to cause horrific wounds. Haer'Dalis prefers using Chaos with its partner -- Entropy. When dual-wielding these two blades, Haer'Dalis surely is a dangerous opponent. Due to its heritage this short sword is usable only by tieflings. STATISTICS: Combat Abilities: Wounding: target suffers 2 bleeding damage every round for 2 rounds Chaos: 20% chance target is confused for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Usable By: Tieflings~ @1820 = ~Leather Armor~ @1821 = ~Shar's Blessing~ @1822 = ~Viconia is one of the most promising clerics devoted to Shar. As a sign of her favor, the goddess herself imbued this armor with powers usually restricted to high-ranking clerics amongst the Nightcloaks of Shar. While few others would be able to don this armor, it's unlikely that Viconia would ever allow someone to try. STATISTICS: Special Abilities: Voice of Ineffable Evil (1x per day): dominate monster (save vs. spell at -4 penalty neg.) Minions of Shar (1x per day): summon 1 to 4 shadow creatures Equipped Abilities: Eyes of Shar: immunity to blindness Mind of Shar: +2 to all saving throws Armor Class: 2 Weight: 5 Usable By: Viconia~ @1823 = ~Flasher Launcher~ @1824 = ~This is Jan Jansen's crossbow, and such is its complexity that only he can use it. Likewise, only he can make the special ammunition it is capable of firing. Substantial tinkering on this launcher has made it especially accurate, and projectiles fired from this bow erupt in a flash of light that can potentially blind any opponent. STATISTICS: Combat Abilities: Blinding: 20% chance target is blinded for 3 rounds (save vs. breath neg.) THAC0: +2 bonus Damage: +2 bonus Weight: 4 Speed Factor: 2 Proficiency Type: Crossbow Type: 2-handed Usable By: Jan Jansen~ @1825 = ~Plate Mail~ @1826 = ~Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. STATISTICS: Armor Class: 3 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1827 = ~Plate Mail +1~ @1828 = ~Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather.~ @1829 = ~Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Armor Class: 2 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1830 = ~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. STATISTICS: Armor Class: 1 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1831 = ~Full Plate Mail +1~ @1832 = ~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. With its magical enchantments, this suit of full plate is ideal for warriors. STATISTICS: Armor Class: 0 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1833 = ~Ankheg Plate Mail +1~ @1834 = ~This magical 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 susceptible 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: Equipped Abilities: Acid Resistance: +40% bonus Armor Class: 2 Weight: 35 Requires: 8 Strength Not Usable By: Bard Mage Thief Archer Stalker Barbarian Kensai Monk Avenger Shapeshifter~ @1835 = ~Radiant Plate +2~ @1836 = ~This brilliant golden armor has a short history. A priestess of Lathander named Iraeni of Suzail had it constructed for the champion of her church, a warrior-priest named Beldan Miller. Beldan employed the armor frequently, as Iraeni was often attacked by agents of Myrkul. After twenty years of serving Lathander, Iraeni decided to step down from her office, as did Beldan. They were married shortly after. Beldan gave the armor to an errant paladin of Lathander, who is believed to have died fighting a powerful undead creature in Amn. STATISTICS: Equipped Abilities: Protection from Evil: +2 bonus to AC and saving throws vs. evil creatures Armor Class: 1 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1837 = ~Full plate is the heaviest of all mundane armor, and despite its great weight, it offers unparalleled protection against attacks. Mobility is not very easy in this type of armor and as such dexterity while wearing full plates is highly restricted but they are to be worn by heavy infantry, and movement is not a priority. However, this magical specimen is made of mithral, a very rare, silvery, glistening metal that is lighter than iron but just as hard. As a result this full plate does not encumber more than a chain mail and is treated as a medium armor for purposes of movement and other limitations. STATISTICS: Armor Class: -1 Weight: 30 Requires: 10 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Beast Master Kensai Monk~ @1838 = ~Plate Mail +2~ @1839 = ~Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. This suit of plate mail is highly enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Armor Class: 1 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1840 = ~Delver's Plate +2~ @1841 = ~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, being much-desired for its strength and the magical defense it provides. STATISTICS: Equipped Abilities: Magic Damage Resistance: +50% bonus Armor Class: 1 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Beast Master Kensai Monk~ @1842 = ~Doom Plate +3~ @1843 = ~Named by Adarius Shin, the Doom Plate 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. Note: Aura of Despair effect is not cumulative with a Doom spell or similar magic. STATISTICS: Equipped Abilities: Aura of Despair: opponents within 10' suffer a -2 penalty to saving throws, THAC0, and damage Luck: -1 penalty (-5% for skills) Armor Class: 0 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1844 = ~Deep Guardian's Plate +4~ @1845 = ~In an effort to better protect their soldiers, the artificers of ancient Imaskar set about creating a kind of living symbiote, something that would bond with their user and protect them from harm. Using specimens pulled from the deepest pits of the ocean, the Imaskari spellcasters slowly began to graft these magically-enhanced creatures onto suits of plate mail, weaning them off of salt water and forcing them to rely on magic for nourishment. This technique worked well, allowing the user a far greater resistance to spells than normal... but other magewrights looked upon this creation with a growing fear, worried that a creature that fed on magic might soon grow too hungry and feed upon its masters instead. Because of this, only a few suits of this armor were ever made, and the creatures created by the Imaskari sealed away and forgotten. The living symbiote feeds itself with low level spells and consumes them in the process, thus making the wearer completely immune to 1st and 2nd level spells. Unfortunately it doesn't distinguish between harmful and friendly magic, but at least it doesn't seem to interfere with spells cast by the wearer. STATISTICS: Equipped Abilities: Spell Level Immunity: 1st and 2nd level spells are unable to affect the wearer Armor Class: -1 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1846 = ~Pride of the Order +2~ @1847 = ~Bastion of Law, as it is called by those who do not belong to the Order, was originally created to be used by the most respected members of the Order of the Radiant Heart. The suit gained its name in a glorious though bloody battle when several knights, all wearing armor of this type, stood against a seemingly unbeatable army of orcs. Even when defeat was certain and other allied troops were running amok in chaos, the small group of deadpan knights continued to follow their commander's orders and fought until the sun set. While most perished, their devotion to duty allowed the flying troops to reorganize themselves and when reinforcements finally arrived, the orc army was crushed. STATISTICS: Equipped Abilities: Immunity to berserk & confusion effects Protection from Chaos: +2 bonus to AC and saving throws vs. chaotic creatures Armor Class: -1 Weight: 60 Requires: 15 Strength Usable By: Lawful Good~ @1848 = ~Casiel's Soul +3~ @1849 = ~These plates of blackened steel are fashioned with a slaver's cruelty to fit only those who seek the foul things of the world. This armor was known to be worn by Lord Casiel the Vile in his campaign against the Purple Dragon Knights of Cormyr. Upon Lord Casiel's death the armor was said to be destroyed, though it is also rumored that the vicious blackguard has joined the undead and still serves his unknown master. The armor surrounds the wearer with crackling black energy from the negative plane that damages any living creature who strikes it, and makes its owner unaffected by spells and effects that deals with necromantic arts...which can be a blessing or a curse. STATISTICS: Equipped Abilities: Death Armor: living creatures who strike the wearer in melee suffer 1D4 + 2 cold damage Spell Immunity: Necromancy Armor Class: -2 Weight: 60 Requires: 15 Strength Usable By: Evil~ @1850 = ~Armor of the Hart +3~ @1851 = ~Few suits of armor in all the Realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men. STATISTICS: Equipped Abilities: Immunity to fear effects Heroic Inspiration: when the wearer drops below 50% hit points, they gain a +2 bonus to saving throws, THAC0, and damage Armor Class: -2 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1852 = ~Red Dragonplate Armor +5~ @1853 = ~Red 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 nearly 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: Equipped Abilities: Fire Resistance: +50% bonus Armor Class: -2 Weight: 40 Requires: 8 Strength Not Usable By: Bard Mage Thief Archer Stalker Barbarian Beast Master Avenger Shapeshifter Kensai Monk~ @1854 = ~Full Plate Mail +2~ @1855 = ~Full plate armor is the best armor a warrior can buy, both in appearance and protection, and the enchantments on this suit are particularly powerful. The intricate engraving and spectacular embossing adorning the suit are of indeterminate origin, as is the armor itself. This +2 armor was created with the limited wish spell. STATISTICS: Armor Class: -1 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1856 = ~Blue Dragonplate Armor +5~ @1857 = ~Blue Dragon Hide is lightweight, strong, and highly resistant to electricity. These suits are much sought after, but few smiths are willing to craft them. The necessary materials are rare and dangerous to acquire, and dragons have long memories where their kin are concerned. Most smiths would prefer not to even risk association with the trade in dragon hide. This full plate mail of natural-source can be worn by more classes than other similarly protective armors. STATISTICS: Equipped Abilities: Electrical Resistance: +50% Armor Class: -4 Weight: 50 Requires: 12 Strength Not Usable By: Bard Mage Thief Archer Stalker Barbarian Shapeshifter Avenger Kensai Monk~ @1858 = ~Enkidu's Plate +4~ @1859 = ~The first example of this item was created for Enkidu, a famed warrior of Kara-Tur. None dared challenge him in fair combat, but he was often subject to sneak attacks from assassins, ninjas, and wu-jen. His armor was designed to prevent such cowardly action from succeeding, protecting the wearer as well as the honor of the attacker who would otherwise shame himself. Copies have been made, though they vary in power when compared to the original. STATISTICS: Equipped Abilities: Immunity to backstab Protects Against Critical Hits Armor Class: -3 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1860 = ~Shuruppak's Plate +5~ @1861 = ~Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the title of "Reaper" for his savage butchery of any who opposed him... an identity the bloodthirsty madman eagerly embraced. Before Gilgeam's destruction, the god presented Shuruppak with an enchanted suit of armor, to better enable the Reaper to slaughter his foes. Shuruppak's mithral plate mail is surprisingly light and allows the wearer an unnatural quickness and grace for a heavy armor. It is not known how Shuruppak lost this treasured item, but one could safely assume he is still looking for it... STATISTICS: Equipped Abilities: Free Action: the wearer is immune to everything, magical and otherwise, that limits mobility in any way Armor Class: -2 Weight: 30 Requires: 10 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1862 = ~Full plate armor is the best armor a warrior can buy, both in appearance and protection, and the enchantments on this suit are particularly powerful. The intricate engraving and spectacular embossing adorning the suit are of indeterminate origin, as is the armor itself. STATISTICS: Armor Class: -2 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @1863 = ~Ring of Fire Resistance~ @1864 = ~Batalista's Passport The grand mage Batalista intended this item to aid him in his travels in the plane of fire, and it is said he repeatedly summoned a Salamander from that realm to aid in the construction of the ring. Salamanders are not known for their patience; hence, it was unwise for Batalista to pester his "instructor" quite so much. The finger bearing the finished ring was indeed untouched by the inferno that claimed his tower. Had that finger still been attached, Batalista himself might have fared better. STATISTICS: Equipped Abilities: Fire Resistance: +50% bonus Not Usable By: Wizard Slayer~ @1865 = ~Band of the Forest~ @1866 = ~Druid's Ring This slender band of green metal has a strange, organic warmth to it - more like a vine than a circle of steel. A druid order in Cormanthor is said to guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership. How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with him. STATISTICS: Equipped Abilities: Memorize one extra spell of each level from 1st to 4th Usable By: Druid Ranger~ @1867 = ~Ring of Invisibility~ @1868 = ~Sandthief's Ring Though there are numerous examples of such rings, this one may have come from a set once owned by a master thief that worked Waterdhavian crowds in broad daylight, replacing purses with bags of sand. Once thought retired, it is now suspected that the so-called "Sand Thief" was eventually killed for not joining a local thieves' guild, and that his rings were seized by a group that abused his methods liberally. STATISTICS: Special Abilities: Invisibility (3x per day) Not Usable By: Wizard Slayer~ @1869 = ~Ring of Protection +1~ @1870 = ~Amulets, cloaks and rings of this sort are infused with protective spells, and are among the most popular and numerous magic items on the market. The original design may have originated in the earliest of arcane guilds, but the current makers of these items are varied and widespread. Unfortunately multiple protective enchantments of these kind don't stack, and thus no other amulet, cloak, or ring of protection can be worn while wearing this ring. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Not Usable By: Wizard Slayer~ @1871 = ~Ring of Protection +2~ @1872 = ~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. As time passed, 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: Equipped Abilities: Armor Class: +2 bonus Saving Throws: +2 bonus Not Usable By: Wizard Slayer~ @1873 = ~Ring of Wizardry~ @1874 = ~Everlasting Memory Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end, it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items. STATISTICS: Equipped Abilities: Memorize one extra spell of each level from 1st to 4th Usable By: Mage~ @1875 = ~Ring of Free Action~ @1876 = ~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: Equipped Abilities: Free Action: the wearer is immune to everything, magical and otherwise, that limits mobility in any way Not Usable By: Wizard Slayer~ @1877 = ~Ring of Energy~ @1878 = ~The Victor Crafted by Drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules. STATISTICS: Special Abilities: Energy Blast (1x per day): inflicts 2D6 magic damage to one target Equipped Abilities: Magic Damage Resistance: +20% bonus Not Usable By: Wizard Slayer~ @1879 = ~Night's Embrace~ @1880 = ~This ring is as dark as the night sky. When donned, it grants its wearer the ability to see perfectly in the dark and blend easily into the shadows. Though a common item among rogues and others who wish to go unnoticed, this item is rapidly becoming standard equipment among the Night Masks, according to the Westgate city watch. STATISTICS: Equipped Abilities: Infravision Hide in Shadows: +40% bonus Not Usable By: Wizard Slayer~ @1881 = ~Ring of Holiness~ @1882 = ~Every God Ring Rings such as these are one of the most well kept secrets among the pious. For in order for these rings to be created they must be blessed by all the known gods. This can cause problems, especially for those faiths that conflict with each other. It's not surprising that those who choose to don the ring refuse to reveal its origins for fear of being persecuted by their own brethren. STATISTICS: Equipped Abilities: Memorize one extra spell of each level from 1st to 4th Usable By: Cleric Paladin~ @1883 = ~Ring of Djinni Summoning~ @1884 = ~An item out of fables, the Djinni ring is highly sought after. Once a day the wearer of this beautiful ring can summon a Djinni who will perform a Limited Wish as desired. STATISTICS: Special Abilities: Limited Wish (1x per day) Not Usable By: Wizard Slayer~ @1885 = ~Ring of Fire Control~ @1886 = ~Elementals 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, and that copies of these rings are created by the Red Wizards of Thay indeed and are sold in their enclaves across the realms. STATISTICS: Special Abilities: Conjure Lesser Fire Elemental (1x per day) Fire Shield, Red (1x per day) Equipped Abilities: Fire Resistance: +50% bonus Not Usable By: Wizard Slayer~ @1887 = ~Ring of Air Control~ @1888 = ~Elementals 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, and that copies of these rings are created by the Red Wizards of Thay indeed and are sold in their enclaves across the realms. STATISTICS: Special Abilities: Conjure Lesser Air Elemental (1x per day) Gaseous Form (1x per day) Equipped Abilities: Protection from Spells: Stinking Cloud, Cloudkill, Acid Fog, and Incendiary Cloud Not Usable By: Wizard Slayer~ @1889 = ~Ring of Earth Control~ @1890 = ~Elementals 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, and that copies of these rings are created by the Red Wizards of Thay indeed and are sold in their enclaves across the realms. STATISTICS: Special Abilities: Conjure Lesser Earth Elemental (1x per day) Stoneskin (1x per day): 5 skins, 1 turn Equipped Abilities: Armor Class: +2 bonus Not Usable By: Wizard Slayer~ @1891 = ~Ring of Human Influence~ @1892 = ~For seven years Count Fisfnilt searched the Realms for a suitable bride for his son Ewnin. Unfortunately all the women that Fisfnilt found were not up to the standards set by Ewnin, an impossibly spoiled man. Desiring an heir and impatient with his son, the Count had the court mage fashion this ring. He gifted the ring to a woman of no small courtly influence and Ewnin was instantly smitten. They wed three weeks later. STATISTICS: Special Abilities: Charm Person (1x per day) Equipped Abilities: Charisma: +1 bonus Human Influence: +2 bonus to AC and saving throws vs. humans Not Usable By: Wizard Slayer~ @1893 = ~Ring of Regeneration~ @1894 = ~A lowly ranked Red Mage named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provides the same regenerative ability as that of the troll. Few were willing to drink the vile liquid, however. 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: Regeneration: 2 hp/round Not Usable By: Wizard Slayer~ @1895 = ~Ring of the Ram~ @1896 = ~Also known as the Breaker of Castles, with one word this ring can unleash fantastic and deadly powers. When it is triggered, a barely discernible 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: Special Abilities: Battering Ram (1x per day): target is pushed back 20', suffers 5D6 crushing damage, and is knocked unconscious for 1 round (save vs. death neg. unconsciousness) Combat Abilities (monks only): Knockdown: 33% chance that each melee hit will knock the target unconscious for 1 round (save vs. death neg.) Not Usable By: Wizard Slayer~ @1897 = ~Derek's Ring of Spell Turning~ @1898 = ~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: Spell Turning (1x per day): wearer becomes immune to all spell removals for 2 rounds Equipped Abilities: Magic Resistance: +10% bonus Not Usable By: Wizard Slayer~ @1899 = ~Ring of the Burglar~ @1900 = ~Derek Drak, one of the most talented burglars in the Shadow Thieves, wore this ring on many of his scores. The ring enhanced Derek's already impressive dexterity, and in the city of Athkatla there wasn't a door that could not be unlocked by him. To activate the ring, the proper command word must be spoken, at which point the garnet stone on the ring will polymorph into the shape of a key that closely fits the lock. STATISTICS: Equipped Abilities: Dexterity: +1 bonus Lockpicking: +20% bonus Usable By: Thief~ @1901 = ~Ring of Danger Sense~ @1902 = ~Nizzuf's Maze was a grand hedge maze created by the arch-mage Nizzuf for his amusement. The maze boasted hundreds of magical traps, most of them extremely lethal. Nizzuf posted a reward big enough to buy a kingdom for the man or woman brave enough to enter the maze and reach its core. Thousands tried and died. But one, Oteg Verm completed the maze, thanks mainly to this ring which help him 'see' where the traps were hidden and/or avoid their effects. STATISTICS: Equipped Abilities: Immunity to backstab Find Traps: +20% bonus Saving Throws: +2 bonus vs. breath Usable By: Thief Monk~ @1903 = ~Ring of Kangaxx~ @1904 = ~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 destroy him fully, they became liches themselves to stand guard over his remains. It may have been the construction of this ring which originally drew their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death. STATISTICS: Special Abilities: Finger of Death (1x per day) Vampiric Touch (3x per day) Equipped Abilities: Armor Class: +2 bonus Saving Throws: +2 bonus Immunity to disease & poison effects Regeneration: 1 hp/round Not Usable By: Paladin Ranger Wizard Slayer~ @1905 = ~Ring of Acuity~ @1906 = ~Reaching Ring 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. STATISTICS: Equipped Abilities: Memorize one extra spell of each level from 5th to 7th Usable By: Mage~ @1907 = ~Ring of Protection +3~ @1908 = ~The Warder's Signet Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the God's stalwart service during the Time of Troubles. Helm, in turn, diluted and divided the ring and passed the gift on to his mortal followers. Scholars outside the church argue that Ao seems above emotion or gratitude, and chalk the story up to propaganda for the faithful. STATISTICS: Equipped Abilities: Armor Class: +3 bonus Saving Throws: +3 bonus Not Usable By: Wizard Slayer~ @1909 = ~Ring of the Phantom Wraith~ @1910 = ~The Specter's Ring A ruthless assassin of Tethyr known only as the Specter used this ring to great effect many years ago. Striking completely unseen, his victims' demises were often attributed to angry ghosts and spirits. The wearer of this ring assumes a dark, almost incorporeal form like that of a wraith, gaining many of its traits as well. STATISTICS: Special Abilities: Improved Invisibility (1x per day) Equipped Abilities: Wraith Form: the wearer cannot be harmed by non-magical weapons or attacks, is immune to spells that don't affect incorporeal creatures, and gains a +50% bonus to Move Silently Usable By: Thief~ @1911 = ~Heartwood Ring~ @1912 = ~Combined with the Nymph's Tear, this simple band of oak allows a druid to draw upon the natural energies of the world around them. STATISTICS: Equipped Abilities: Elemental Resistance: +10% bonus Memorize one extra spell of each level from 5th to 7th Usable By: Druid~ @1913 = ~Larloch's Soul Stealer~ @1914 = ~Larloch, the infamous necromancer turned lich, had an insatiable need for new souls for his research. The means he used to tear them from their living bodies and capture them are as myriad as they are terrifying. The uninitiated dabble with Larloch's artifacts at their own peril. STATISTICS: Equipped Abilities: Maximum Hit Points: +10 bonus Combat Abilities: Soul Stealing: melee hits drain 1D4 hit points from the target and transfer them to the wielder Not Usable By: Wizard Slayer~ @1915 = ~Rod~ @1916 = ~Rod of Smiting +4~ @1917 = ~Rods are about three feet long and as thick as your thumb. They are normally found in cases or similar storage places. Rods can be fashioned from metal, wood, ivory, or bone. They can be plain or decorated and carved, tipped, or not. Rods are powered by charges, unless noted otherwise in the description of a particular rod. Each time the rod is used, one or more charge may be expended. STATISTICS: Weight: 3 ~ @1918 = ~Rods of Smiting are extremely uncommon weapons, though they can be very useful against some foes. This particular rod was last in the possession of a priest of Gond named Debian of Urmlaspyr. Debian was an eccentric adventurer, who took it upon himself to investigate every type of golem that had been reported in the realms. In many cases, the creator of the golem would send his or her creations after Debian for his snooping. Debian usually escaped without much personal harm. Unfortunately for Debian, his luck ran out when he investigated the lair of the Machinery Man, a bizarre lich who happened to be the creator of golems and other animated constructs. The Machinery Man's lab full of iron golems proved to be too much for Debian to overcome. STATISTICS: Combat Abilities: Shattering: golems are destroyed (save vs. polymorph neg.) Golem Bane: additional +2 bonus to THAC0 and +6 bonus to damage against golems THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 3 Speed Factor: 2 Proficiency Type: Club Type: 1-handed Not Usable By: Mage~ @1920 = ~Sling~ @1921 = ~Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Weight: 0 Speed Factor: 6 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1922 = ~Sling +1~ @1923 = ~Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.~ @1924 = ~Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. This particular sling is enchanted. STATISTICS: THAC0: +1 bonus Damage: +1 bonus Weight: 0 Speed Factor: 5 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1925 = ~Sling +3~ @1926 = ~Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create such a sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it. STATISTICS: THAC0: +3 bonus Damage: +3 bonus Weight: 0 Speed Factor: 3 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1927 = ~Sling +2~ @1928 = ~Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create such a sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it. STATISTICS: THAC0: +2 bonus Damage: +2 bonus Weight: 0 Speed Factor: 4 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1929 = ~Arla's Dragonbane +3~ @1930 = ~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 left 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 a more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to history. STATISTICS: Equipped Abilities: Movement Rate: +1 bonus Saving Throws: +3 vs. breath Combat Abilities: Dragon Bane: additional +2 bonus to THAC0 and +6 bonus to damage against dragons THAC0: +1 bonus Damage: +1 bonus Weight: 0 Speed Factor: 5 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1931 = ~Sling of Arvoreen +2~ @1932 = ~This sling is blessed by the halfling god Arvoreen. The weapon was gifted 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. Thought at first to be a unique item, there have actually been a number of these items found. In fact, much like the tales of Littleman, it would seem that nearly every halfling village has a similar story about the acquisition of such an item. What this means regarding their true origins is unknown. The sling has the ability to rend the senses of the wielder's enemies with a wall of sound said to be the voice of the god himself. STATISTICS: Combat Abilities: Sonic Blast: 15% chance that the target and all opponents within a 10' radius will be blasted by a tremendous sonic wave that deals 4D4 damage and stuns (save vs. spell neg. stun) THAC0: +2 bonus Damage: +2 bonus Weight: 0 Speed Factor: 4 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1933 = ~Sling of Force +2~ @1934 = ~The gnomes who invented this device based its design on one they supposedly saw a fire giant use, reportedly "big enough to throw a donkey 300 paces." Questioning the accuracy of this account brings the predictable retort that "you'll be sorry when a giant puts YOUR ass in a sling." Unlike most other slings, the Sling of Force 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 also capable of inflicting strength damage due to its design, and not due to enchantment. STATISTICS: Combat Abilities: Strength bonus is applied to damage THAC0: +2 bonus Damage: +2 bonus Weight: 0 Speed Factor: 4 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1935 = ~Erinne Sling +3~ @1936 = ~The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared. This legendary sling has no need for ammunition, as it automatically launches bullets of magical energy. Note: requires no ammunition, but normal bullets cannot be fired with this sling. Energy Bullets are considered to be of +3 enchantment when determining what they can hit. STATISTICS: Combat Abilities: Energy Bullet: deals 1D4 magic damage THAC0: +3 bonus Damage: 1D4 + 4 Weight: 0 Speed Factor: 3 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1937 = ~Erinne Sling +4~ @1938 = ~The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared. This outstanding sling is capable of infusing any projectile fired by it with magical energy, though how it does it remains a mystery. The modifications to the Erinne sling have made significant improvements to its already impressive enchantments. The magical bullets fired from it can now burst upon impact, releasing a massive energy blast so forceful that it can potentially disintegrate opponents. Note: requires no ammunition, but normal bullets cannot be fired with this sling. Energy Bullets are considered to be of +4 enchantment when determining what they can hit. STATISTICS: Combat Abilities: Energy Bullet: deals 1D4 magic damage Energy Burst: 10% chance target takes 100 magic damage (save vs. spell at -4 penalty neg.) THAC0: +4 bonus Damage: 1D4 + 5 Weight: 0 Speed Factor: 2 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @1939 = ~Small Shield~ @1940 = ~A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. STATISTICS: Armor Class Bonus: 1 Special: No Missile Weapon Protection Weight: 6 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1941 = ~Small Shield +1~ @1942 = ~A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon.~ @1943 = ~A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. This magical shield grants an extra bonus of +1 against attacks. STATISTICS: Armor Class Bonus: 2 Special: No Missile Weapon Protection Weight: 6 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1944 = ~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. STATISTICS: Armor Class Bonus: 1 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1945 = ~Medium Shield +1~ @1946 = ~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 magical shield grants an extra bonus of +1 against attacks. STATISTICS: Armor Class Bonus: 2 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1947 = ~Large Shield~ @1948 = ~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 places and fighting results more difficult because of the shield's encumbrance. STATISTICS: Armor Class Bonus: 1 Special: +1 vs. Missile Weapons Weight: 45 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1949 = ~Large Shield +1~ @1950 = ~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 places and fighting results more difficult because of the shield's encumbrance.~ @1951 = ~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: 2 Special: +1 vs. Missile Weapons Weight: 45 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1952 = ~Shield of the Falling Stars +2~ @1953 = ~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 and fighting results more difficult because of the shield's encumbrance.~ @1954 = ~Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the wellbeing of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body he positioned himself to take the brunt of the onslaught, and was mortally wounded for it. His horse remained unscathed allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death. STATISTICS: Equipped Abilities: Shield Others: allies within 6' gain a +2 bonus to AC Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Weight: 45 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1955 = ~Buckler~ @1956 = ~A buckler, also known as a target shield, is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. STATISTICS: Armor Class Bonus: 1 Special: No Missile/Piercing Attack Protection Weight: 4 Requires: 4 Strength Not Usable By: Mage Kensai Monk~ @1957 = ~Buckler +1~ @1958 = ~A buckler, also known as a target shield, is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement.~ @1959 = ~A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows. STATISTICS: Armor Class Bonus: 2 Special: No Missile/Piercing Attack Protection Weight: 4 Requires: 4 Strength Not Usable By: Mage Kensai Monk~ @1960 = ~Dwarven Shield +2~ @1961 = ~This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak. STATISTICS: Equipped Abilities: Saving Throws: +1 bonus Armor Class Bonus: 3 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1962 = ~Kiel's Buckler +2~ @1963 = ~This is the buckler of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. This light weight shield of excellent craftsmanship bears powerful magical enhancements, and it is said that part of Kiel's force of will imprinted itself upon this shield. STATISTICS: Equipped Abilities: Immunity to hold & stun effects Armor Class Bonus: 3 Special: No Missile/Piercing Attack Protection Weight: 4 Requires: 4 Strength Not Usable By: Mage Kensai Monk~ @1964 = ~Dragon Scale Shield +2~ @1965 = ~Another powerful item created by the warlock Wormsor, this shield consists of red dragon skin stretched over a heavy shield frame. The red background is adorned in a pattern that, when looked in the right way, reveals the face of an ancient dragon. Crafted to withstand a mighty red dragon's breath the shield is able to drop off its effects as well as absorbing and nullifying shock waves of any kind of source (wing buffets, physical blows, telekinesis, etc.). STATISTICS: Equipped Abilities: Force Absorbing: wielder gets +2 bonus to saves vs. breath and is immune to everything, magical and otherwise, that pushes them away Fire Resistance: +30% bonus Armor Class Bonus: 3 Weight: 10 Requires: 10 Strength Not Usable By: Bard Mage Thief Monk Kensai~ @1966 = ~Shield of Balduran +2~ @1967 = ~Balduran, a legendary seafaring explorer, was the first native of Faerun to set foot on the lands known as Anchorome and made the trek up to Sossal. He returned full of tales and vast wealth, and put forth a large sum of money to protect his sparsely-settled home harbor town. Then, he set sail of Anchorome again and has never been seen again. His money was well spent on the wall though, and that small town soon grew into the city of Baldur's Gate. This shield was reputedly worn by Balduran. Like most of his equipment, it holds powerful enchantments. STATISTICS: Equipped Abilities: Magic Resistance: +10% bonus Armor Class Bonus: 3 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1968 = ~Fortress Shield +3~ @1969 = ~This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature. STATISTICS: Equipped Abilities: Physical Resistance: +10% bonus Armor Class Bonus: 4 Special: +1 vs. Missile Weapons Weight: 45 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1970 = ~Reflection Shield +1~ @1971 = ~Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled as the shield reflected away each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn, or perhaps some other ancient excavation. STATISTICS: Equipped Abilities: Deflect Missiles: deflects ranged weapons Armor Class Bonus: 2 Special: No Piercing Attack Protection Weight: 4 Requires: 4 Strength Not Usable By: Mage Monk Kensai~ @1972 = ~Shield of Harmony +2~ @1973 = ~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 the shield to whomever might recover it from Kekkim's tower. STATISTICS: Equipped Abilities: Immunity to charm & confusion effects Armor Class Bonus: 3 Special: No Missile Weapon Protection Weight: 6 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1974 = ~Nature's Ward +2~ @1975 = ~In the ancient days when the Ashenwood was young, and there were those who still called them 'green elves' - shields like these were worn by an order of wild elven druids and rangers dedicated to protecting the forest and its inhabitants. Now little is left of the order but their memory, and replicas of their gear... and the knowledge of how the Ashenwood has grown and flourished in the ages that have followed. STATISTICS: Equipped Abilities: Nature's Blessing: +2 bonus to AC and saving throws vs. unnatural creatures Armor Class Bonus: 3 Weight: 15 Requires: 12 Strength Not Usable By: Bard Mage Thief Monk Kensai~ @1976 = ~Saving Grace +3~ @1977 = ~Shield of Dawn Shields like this are first mentioned in ancient liturgies of Amaunator, in which the god's champions bear radiant shields against an infestation of undead. The shields made their first appearance in modern times in dramatic fashion, appearing miraculously at the altars of several of the deity's temples in the Year of Smoldering Spells, 1020 DR. Since that time a number have been lost in battle, and not a few were stolen by foul creatures to prevent their use. Once a holy artifact used by the elite sect of clerics and holy warriors called Sunmasters, part of the enchantments fled with their god's demise, but it still remain a powerful tool for any adventurer. STATISTICS: Equipped Abilities: Searing Light: all melee attackers are blinded for 1 round and, if undead, also suffer 2D6 damage (save vs. spell neg. blindness) Armor Class Bonus: 4 Special: No Missile Weapon Protection Weight: 6 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1978 = ~Small Shield +2~ @1979 = ~Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. STATISTICS: Armor Class Bonus: 3 Special: No Missile Weapon Protection Weight: 6 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1980 = ~Medium Shield +2~ @1981 = ~A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior to perform legendary deeds while wearing it, to finally give it a history. STATISTICS: Armor Class Bonus: 3 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1982 = ~Large Shield +2~ @1983 = ~A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else and fighting results more difficult because of the shield's encumbrance. STATISTICS: Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Weight: 25 Requires: 13 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1984 = ~Darksteel Shield +4~ @1985 = ~The dwarven clan of Clangeddin were famous for their work in darksteel, a material not to be found anywhere but within the Clangeddin clan homes within the Marching Mountains. In their efforts to find more and more darksteel, the Clangeddin delved ever deeper into the bowels of the earth. It was on one such expedition that the seven sons of Argeld Heavyhand, the Clangeddin leader, were lost. The only survivor from the ill-fated expedition was Glimred Heavyhand, youngest son of Argeld. The lad returned with tales of drow and illithid and other darker, nameless horrors the like of which had never before been seen. Desperate as he was to avenge his sons, Argeld could not send more of his people down into the depths of the mountain to face such horrors. Glimred himself, however, could not be dissuaded. To aid Glimred in his quest for vengeance, the dwarven smiths set about constructing the Darksteel Shield, a heavily enchanted shield that provides more protection than most suits of armor. But Glimred was impatient, his lust for vengeance could not be deferred, and he disappeared into the bowels of the Marching Mountains before the work was completed, never to be seen again. The disappearance and presumed death of his sole surviving son proved too much for Argeld, who died from the grief of a broken heart. With their leader dead and their hero Glimred gone, the dwarves knew it was only a matter of time before their clan was overrun by their Underdark enemies. Before dispersing across the face of Faerun, the clan sold the shield to the highest bidder - though the dwarven smiths to this day have refused to divulge the mysterious buyer's identity. STATISTICS: Equipped Abilities: Elemental Resistance: +20% bonus Armor Class Bonus: 5 Special: +1 vs. Missile Weapons Weight: 45 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @1986 = ~Shield of the Order +4~ @1987 = ~Peragath the Valiant, a great champion of the Most Noble Order of the Radiant Heart, carried this shield into battle against a horde of invading Tanar'ri pouring through a gate to the Astral Plane. Gripped by holy fervor, the mighty paladin single handedly drove back the horde, then foolishly leapt through the Astral gate to finish them off. The gate collapsed, and both Peragath and the shield were forever lost in the Planes. STATISTICS: Equipped Abilities: Protection from Demons: +2 bonus to AC and saving throws vs. demonic creatures and fallen celestials Memorize one extra spell of each level from 1st to 4th Armor Class Bonus: 5 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Fighter Mage Thief Monk Kensai~ @1988 = ~Among mankind's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks that had been sharpened at one end. Upon mastering the use of metals, weaponsmiths forged spear heads from iron and steel, and began experimenting with different types of spear heads, thus leading to the development of certain types of polearms. STATISTICS: Damage: 1D6 Damage type: piercing Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @1989 = ~Spear +1~ @1990 = ~Among mankind's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks that had been sharpened at one end. Upon mastering the use of metals, weaponsmiths forged spear heads from iron and steel, and began experimenting with different types of spear heads, thus leading to the development of certain types of polearms. This particular weapon is magical, having special bonuses to its speed, accuracy, and damage it causes. STATISTICS: THAC0: +1 bonus Damage: 1D6 + 1 Damage type: piercing Weight: 5 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @1991 = ~Backbiter +3~ @1992 = ~This cursed spear has the appearance of a magical barbed spear. However, when a combat situation arises, Backbiter will attack the wielder once for every attack made against the wielder's foe. This is a powerful spear, but one must ask if such power is worth using in the end. Backbiter can only be removed through the use of a remove curse spell. STATISTICS: *CURSED* Combat Abilities: Keen: +10% chance to score critical hits Vicious: inflicts 2D6 piercing damage to the target and 1D6 piercing damage to the wielder THAC0: +3 bonus Damage: 1D6 + 3 Damage type: piercing Weight: 5 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @1993 = ~Spear +2~ @1994 = ~Among mankind's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks that had been sharpened at one end. Upon mastering the use of metals, weaponsmiths forged spear heads from iron and steel, and began experimenting with different types of spear heads, thus leading to the development of certain types of polearms. Another line of tinkering led to the use of magic in spear construction. Tribal shamans would enchant a spear so that it would hit more often, and do greater damage to its wielder's opponents. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 5 Speed Factor: 4 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @1995 = ~Spear +3~ @1996 = ~Among mankind's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks that had been sharpened at one end. Upon mastering the use of metals, weaponsmiths forged spear heads from iron and steel, and began experimenting with different types of spear heads, thus leading to the development of certain types of polearms. This spear trembles from the powerful magic used in its creation. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 3 Damage type: piercing Weight: 5 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @1997 = ~Spear of the Unicorn +2~ @1998 = ~This graceful spear is carved to resemble the elongated horn of a unicorn. Wielders of this spear are immune to charm and hold spells, just as a unicorn might be. Whether the horn is or isn't an actual unicorn horn is the subject of much debate. STATISTICS: Equipped Abilities: Immunity to charm and hold effects Saving Throws: +3 bonus vs. death THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 5 Speed Factor: 4 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @1999 = ~Impaler +3~ @2000 = ~Pergad the Red-Handed was a famous barbarian warrior near Silverymoon in the 11th century, Dale Reckoning. His tribe's battles against hordes of orcs, goblins, and hill giants are legendary throughout the north. Unfortunately for Pergad, the other tribes of the region decided to move south or settle in the cities of the north rather than fight against the seemingly endless waves of foes. Pergad's tribe, the Tribe of Dead Trees, was the last to make a stand. Though Pergad emerged victorious in a series of difficult battles, his tribe dwindled as quickly as the horde grew. At the Battle of Surbrin Shallows in 1014 DR, Pergad's tribe finally came to its end under cruel ogre clubs and giant-hurled rocks. Legend states that when Pergad finally realized that his tribe was doomed, he drove his trusted spear into the Surbrin riverbed, cursing all the goblins who crossed over the water that his people once thrived on. Orcish shamans claim that the spot where his spear penetrated the rock bled for days. A year later, two tribes of goblins were wiped out by a plague that spread among them after they settled in the Surbrin river valley. The spear subsequently disappeared in the river's currents, and was supposedly dragged into the open sea. The Impaler has a palpable aura of magic that hints at the nature of the weapon and why it has been the bane of several powerful orc chieftains in the past. As one would guess, when a victim is struck, they are very nearly impaled as the massive enchantment does its dirty work. STATISTICS: Combat Abilities: Impaling: creatures struck suffer 1D10 piercing damage Returning: returns to the wielder's hand instantly after an attack is made THAC0: +3 bonus Damage: 1D6 + 3 Damage type (melee): piercing Damage type (thrown): missile Weight: 5 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @2001 = ~Talos' Fury +2~ @2002 = ~Talos, the god of storms, occasionally grants his followers spears such as this as symbols of his power and authority. The electrum plated shaft of this weapon hums with magical power and blue bolts of energy run down the length of the spear, charging it. In battle, when it hits an opponent, it strikes for additional electrical damage. When hurled the lightning bolt like spear magically reappears in the wielder's hand after reaching the target. These weapons are highly sought after by adventurers for their great power. STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made Shocking: creatures struck suffer 1D6 electrical damage THAC0: +2 bonus Damage: 1D6 + 2 Damage type (melee): piercing Damage type (thrown): missile Weight: 5 Speed Factor: 4 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @2003 = ~Spear of Withering +3~ @2004 = ~The Year of the Awakening, 1001 DR, saw the re-emergence of many ancient evils as treasure-hungry explorers unearthed ruins in several locations. One such breach freed Sek'co Tul, a lich imprisoned beneath the Forest of Mir. He left for some unknown hold, but his opened tomb quickly tainted trees in the area. Druids cleansed the area with fire, but some of the wood was taken by a local mage and made into this spear. Carved from the heart of a rotten Treant, this spear reeks of death. When held in your hands it groans a little, as if reluctant to allow a living thing to touch it. In battle, the Spear of Withering spits a foul poison into its target upon each successful hit. STATISTICS: Combat Abilities: Contagious: 15% chance target is afflicted by a disease, suffering 1 damage per second and slowness for 1 turn (save vs. death at -4 penalty neg.) Envenomed: creatures struck suffer 1D6 poison damage THAC0: +3 bonus Damage: 1D6 + 3 Damage type: piercing Weight: 5 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Paladin Monk Beast Master~ @2005 = ~Ixil's Nail +4~ @2006 = ~Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma. Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles. Ixil's own sadism and savagery did little to quell these allegations. During battle the head of Ixil's Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear, seeming to delight in the writhing agony of his enemy. The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order. Though Ixil's body was never found, Ixil's Spike, his fearsome spear and the symbol of his power, was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands. For many generations this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear. However, even incomplete, this artifact is still a weapon of great power. STATISTICS: Equipped Abilities: Free Action: the wielder is immune to everything, magical and otherwise, that limits mobility in any way THAC0: +4 bonus Damage: 1D6 + 4 Damage type: piercing Weight: 5 Speed Factor: 2 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @2007 = ~Ixil's Spike +5~ @2008 = ~Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma. Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles. Ixil's own sadism and savagery did little to quell these allegations. During battle the head of Ixil's Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear, seeming to delight in the writhing agony of his enemy. The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order. Though Ixil's body was never found, Ixil's Spike, his fearsome spear and the symbol of his power, was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands. With shaft and tip reunited, Ixil's Spike can now display its true potential. STATISTICS: Equipped Abilities: Free Action: the wielder is immune to everything, magical and otherwise, that limits mobility in any way Combat Abilities: Pin: target is pinned for 2 rounds, taking 1D4 + 5 damage each round (save vs. death neg.) THAC0: +5 bonus Damage: 1D6 + 5 Damage type: piercing Weight: 5 Speed Factor: 1 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief Monk Beast Master~ @2009 = ~Quarterstaff~ @2010 = ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2011 = ~Quarterstaff +1~ @2012 = ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.~ @2013 = ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D6 + 1 Damage type: crushing Weight: 4 Speed Factor: 3 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2014 = ~Staff of Striking +3~ @2015 = ~Staves of Striking are made by the Gold Elves of Drelagara on Evermeet. Such staves seem to have a life of their own, and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races, but these powerful melee weapons do surface occasionally in Faerun. This weapon can inflict tremendous damage, but each attack made with it partially consumes the energy of the staff, causing it to destroy itself when no charges remain. If it's not destroyed, the staff fully recharges itself each morning. STATISTICS: Combat Abilities: Striking: creatures struck suffer 6 crushing damage THAC0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2016 = ~Staff Mace +2~ @2017 = ~This weapon appears to be a normal 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 or druids, though that does not preclude its use by most others. STATISTICS: THAC0: +2 bonus Damage: 2D4 + 2 Weight: 4 Speed Factor: 2 Damage type: crushing Proficiency Type: Quarterstaff Type: 1-handed Requires: 5 Strength Not Usable By: Monk~ @2018 = ~Staff Spear +2~ @2019 = ~When examined, this quarterstaff has an aura of alteration, and a long sharp spearhead 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: THAC0: +2 bonus Damage: 1D8 + 2 Damage type: piercing Weight: 4 Speed Factor: 4 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2020 = ~Martial Staff +2~ @2021 = ~This humble staff radiates powerful magic, and was likely the weapon of a traveling martial artist. It would certainly prove more than ample for dealing with most threats encountered on the road. STATISTICS: Equipped Abilities: Parrying: +2 bonus to AC (none vs. missile) Combat Abilities: Impactful: +10% chance to score critical hits THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2022 = ~Staff of Command +3~ @2023 = ~This item is of the kind used by nefarious people seeking to sway others to follow their ways. Enchanters are often found wielding staves such as this, but this unique specimen belonged to Morinth the Bewitcher. This staff allows the wielder to dominate another creature's mind, or destroy it with a strike, but the staff's ability to enhance the potency of all enchantments cast by its wielder is what mindbenders seek the most. Possessing the power to manipulate other's minds doesn't ensure immunity to the same treatment, as Morinth's death proved when she was ambushed and abducted by a group of mind flayers equally interested in her brain and her staff. STATISTICS: Special Abilities: Domination (1x per day): target is dominated for 1 turn (save vs. spell at -4 penalty neg.) Equipped Abilities: Aura of Command: opponents within 30' suffer a -2 penalty to saves vs. spell Combat Abilities: Mindbreaking: 15% chance target is permanently feebleminded (save vs. spell at -4 penalty neg.) THAC0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By: Mage~ @2024 = ~Staff of Curing +1~ @2025 = ~These items are said to manifest during times of great trouble, though the entity responsible varies depending on whose followers you question. Many have begun to think the staffs a gift of the combined gods of good alignment, deities that know their faithful must struggle, and that there is always a need for a healing hand. STATISTICS: Special Abilities: Healing Surge (1x per day): restores 20 hit points to all allies Equipped Abilities: Healing Aura: wielder and allies within 20' heal 1 hit point every 3 rounds THAC0: +1 bonus Damage: 1D6 + 1 Damage type: crushing Weight: 4 Speed Factor: 3 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By: Cleric~ @2026 = ~Staff of the Magi +5~ @2027 = ~This type of staff is thoroughly linked to the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantment and endless study. With the secrets of their creation all but lost, such staffs are more often found in the hoards of ancient dragons than the hands of living wizards. STATISTICS: Special Abilities: Remove Magic (1x per day): dispels all magical effects from all enemies in a 30' radius Spell Trap (1x per day): absorbs up to 30 levels of spell, allowing the caster to recall previously cast spells Equipped Abilities: Magic Resistance: +20% bonus Combat Abilities: Dispelling: removes all magical effects from the target (save vs. spell neg.) THAC0: +5 bonus Damage: 1D6 +5 Damage type: crushing Weight: 4 Speed Factor: 0 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By Mage~ @2028 = ~Staff of Power +2~ @2029 = ~Staffs of Power are immediately familiar to most spellcasters, and are almost icons of arcane study. The inherent utility of such staffs has resulted in many being crafted or commissioned, and specific histories are usually lost in the crowd. STATISTICS: Special Abilities: Hold Monster (1x per day): target and opponents within 5' are held for 1 turn (save vs. spell at -4 penalty neg.) Globe of Invulnerability (1x per day): wielder is immune to spells of 4th level or lower for 2 turns Equipped Abilities: Armor Class: +2 bonus Saving Throws: +2 bonus THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By Mage~ @2030 = ~Staff of Thunder and Lightning +2~ @2031 = ~There are stories that tell of such staves sprouting in the undergrowth around druid groves when the forest is threatened. Fanciful tales, but whether they are true or not, this staff is a powerful tool indeed. It draws energy from storms, and there is a chance that any blow may trigger a deafening thunderclap that knocks enemies down. It can also casts lightning bolts capable of paralyzing the target, and if circumstances warrant it, it can summon a lighting storm to blast enemies to dust. STATISTICS: Special Abilities: Lightning Shock (1x per day): the target creature suffers 10D6 electrical damage (save vs. staff half) and is stunned for 1 round (save vs. staff neg.) Thunder & Lightning (1x per day): a lightning bolt strikes an enemy once per round for 3 rounds, dealing 6D6 electrical damage (save vs. staff half) and deafening for 3 rounds Combat Abilities: Shocking: creatures struck suffer 1D6 electrical damage Thunderclap: 20% chance target and opponents within 5' are stunned for 1 round (save vs. breath neg.) THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By: Druid~ @2032 = ~Staff of the Woodlands +4~ @2033 = ~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, and his wounds closing as soon as they were inflicted. 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 a quick victory, 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. Note: Barkskin effect is not cumulative with other similar magic. STATISTICS: Special Abilities: Barkskin (1x per day): +4 bonus to AC Summon Shambling Mound (1x per day) Equipped Abilities: Animal Empathy: animals within 30' are charmed for 5 rounds (save vs. spell at -4 penalty neg.) Regeneration: 1 hp/round THAC0: +4 bonus Damage: 1D6 +4 Damage type: crushing Weight: 2 Speed Factor: 0 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By Druid~ @2034 = ~Staff of Air +2~ @2035 = ~Legend states that a planeswalker brought this staff from his home plane, although other tales claim it was forged by an ancient druidic sect, or was the weapon of a powerful elementalist. In truth, several such staves exist. They are tied to different elemental planes, and each has had many stories from any number of owners. Perhaps that is their true power: they compel people to craft heroes of their own. STATISTICS: Special Abilities: Gust of Wind (1x per day): gaseous clouds are dispersed and opponents within 10' are knocked back unconscious for 1 round (save vs. breath at -2 penalty neg.) Combat Abilities: Speed: +1 attack per round Whirlwind Strike: 20% chance of dealing 1D6 + 2 crushing damage to opponents within 5' THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2036 = ~Staff of Earth +2~ @2037 = ~Legend states that a planeswalker brought this staff from his home plane, although other tales claim it was forged by an ancient druidic sect, or was the weapon of a powerful elementalist. In truth, several such staves exist. They are tied to different elemental planes, and each has had many stories from any number of owners. Perhaps that is their true power: they compel people to craft heroes of their own. STATISTICS: Special Abilities: Earth Grasp (1x per day): opponents within 30' of the caster are entangled for 2 rounds (save vs. breath neg.) Combat Abilities: Earthshaking: 10% chance target and opponents within 5' fall to the ground for 1 round (save vs. breath neg.) Stonehold: 50% chance target is held for 2 rounds (save vs. petrification neg.) THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2038 = ~Staff of Fire +2~ @2039 = ~Legend states that a planeswalker brought this staff from his home plane, although other tales claim it was forged by an ancient druidic sect, or was the weapon of a powerful elementalist. In truth, several such staves exist. They are tied to different elemental planes, and each has had many stories from any number of owners. Perhaps that is their true power: they compel people to craft heroes of their own. STATISTICS: Special Abilities: Fireball (1x per day): 10D6 fire damage in 30' radius (save vs. breath at -2 half) Combat Abilities: Burst of Flames: 15% chance of inflicting 4D6 fire damage to target and opponents within 5' Incendiary: inflicts 2 fire damage each round for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2040 = ~Quarterstaff +2~ @2041 = ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. Powerful enchantments have improved this staff's accuracy and the damage it can cause, but they bear no signature. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2042 = ~Cleric's Staff +3~ @2043 = ~The faithful teach that staves like this are the will of a deity made manifest. While this is debatable, these items do tend to find their way to the hands of the truly righteous, by accident or design. Still, the number of these staffs in circulation makes the miraculous origin theory somewhat unlikely. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Equipped Abilities: Protection from Undead: +2 bonus to AC and saving throws vs. undead creatures Combat Abilities: Halt Undead: undead creatures are held for 2 rounds (save vs. spell neg.) Undead Bane: additional +2 bonus to THAC0 and +8 bonus to damage against undead THAC0: +1 bonus Damage: 1D6 + 1 Damage type: crushing Weight: 4 Speed Factor: 3 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By: Cleric~ @2044 = ~Staff of Rynn +3~ @2045 = ~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 remains of the pole Delmarey had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon. STATISTICS: Special Abilities: Greater Malison (1x per day) Equipped Abilities: Hexproof: wielder is immune to hostile hexes and curses such as Doom, Malison, Symbols, Polymorph or similar effects Combat Abilities: Horrifying: target flees in terror for 2 rounds (save vs. spell neg.) THAC0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By: Cleric Druid Mage~ @2046 = ~Staff of the Ram +4~ @2047 = ~Likely created by the same unknown archmage responsible for the Ring of the Ram, this cudgel resembles a Staff of Striking, but attacking with it doesn't consume its magical energy and it will never become useless. STATISTICS: Combat Abilities: Striking: creatures struck suffer 6 additional crushing damage THAC0: +4 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 4 Speed Factor: 0 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2048 = ~Staff of the Ram +5~ @2049 = ~Likely created by the same unknown archmage responsible for the Ring of the Ram, this cudgel resembles a Staff of Striking, but its attacks are even more devastating and don't consume the staff's magical energy. Combining this staff with the Ring of the Ram's magic augmented its already noteworthy abilities, creating a weapon few opponents are able to stand against. STATISTICS: Combat Abilities: Battering Ram: target is knocked back unconscious for 1 round and suffers 2D6 damage (save vs. death neg.) Striking: creatures struck suffer 6 additional crushing damage THAC0: +5 bonus Damage: 1D6 + 5 Damage type: crushing Weight: 4 Speed Factor: 0 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2050 = ~Serpent Shaft +3~ @2051 = ~Adorned with serpentine designs, this powerful quarterstaff has a chance to release a lethal toxin against its opponents with every blow. STATISTICS: Combat Abilities: Venomous: creatures struck suffer 1D6 poison damage Viperous: 15% chance to inject a lethal poison which inflicts 10 damage every second for 2 rounds (save vs. poison at -4 penalty neg.) THAC0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2052 = ~Quarterstaff +3~ @2053 = ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. Powerful enchantments have improved this staff's accuracy and damage, but they bear no signature. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Monk~ @2054 = ~Bastard Sword~ @2055 = ~Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 2D4 Damage type: slashing Weight: 6 Speed Factor: 8 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2056 = ~Bastard Sword +1~ @2057 = ~Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.~ @2058 = ~Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. This bastard sword is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 2D4 + 1 Damage type: slashing Weight: 6 Speed Factor: 7 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2059 = ~Lawgiver +2~ @2060 = ~The bane of the chaotic or morally suspect, a Lawgiver blade has but one purpose: to enforce the rule of law wherever that authority is challenged or questioned. Whether or not the concept of "law" coincides with the concept of "justice" is largely irrelevant, as the owners of these weapons often view the world in a very polarized fashion. There is right and there is wrong, and other details only serve to confuse the matter. STATISTICS: Equipped Abilities: Immunity to confusion effects Combat Abilities: Axiomatic: inflicts additional damage depending on target's alignment: +0 vs. Lawful +2 vs. Neutral +4 vs. Chaotic THAC0: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Chaotic Cleric Beast Master~ @2061 = ~These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. 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 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: Cleric Druid Mage Beast Master~ @2062 = ~Long Sword +1~ @2063 = ~These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. 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 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. This long sword is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2064 = ~Varscona +2~ @2065 = ~Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified, and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few who knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated, she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat. STATISTICS: Combat Abilities: Icy: creatures struck suffer 1D4 cold damage THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2066 = ~Short Sword~ @2067 = ~The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term 'short sword' does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2068 = ~Short Sword +1~ @2069 = ~The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting.~ @2070 = ~The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term 'short sword' does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. This short sword is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D6 + 1 Damage type: piercing Weight: 3 Speed Factor: 2 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2071 = ~Short Sword +2~ @2072 = ~This short sword was forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2073 = ~Short Sword of Backstabbing +3~ @2074 = ~The Shadow's Blade A rogue's dream, these weapons were commissioned by the Shadow Thieves to bolster their fledgling guild chapter in Baldur's Gate. Seen as a threat to local interests, they now face stiff resistance from the existing thieves' guild and law enforcement for the city, the Flaming Fist. Deaths have occurred, so a few of these items are beginning to surface on the black market. The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long. STATISTICS: Combat Abilities: Backstabbing (thieves only): +1 bonus to backstab multiplier THAC0: +3 bonus Damage: 1D6 + 3 Damage type piercing Weight: 3 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2075 = ~Icingdeath +3~ @2076 = ~Frostbrand: 'Icingdeath' This is one of Drizzt's personal weapons. Drizzt found Icingdeath in the treasure pile of Ingeloakastimizilian the white wyrm, which is where the weapon gets its name. The hilt of the scimitar is of black adamantite and the blade is made of silver with a diamond edge. The weapon absorbs fire and heat, protecting its wielder against fire. This magical blade saved Drizzt's life countless times when facing the demon Errtu. STATISTICS: Equipped Abilities: Fire Resistance: +50% bonus Combat Abilities: Icy: creatures struck suffer 1D6 cold damage THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage~ @2077 = ~Twinkle +3~ @2078 = ~Defensive Scimitar: 'Twinkle' Twinkle is Icingdeath's companion scimitar, and Drizzt normally wields it in his left hand (and wears on his right hip). This defensive scimitar, forged by the elves of old, was gifted to him by Malchor Harpell when the Companions of the Hall were rescuing the halfling Regis from the grasp of Artemis Entreri. Twinkle has a star-cut sapphire on its pommel and its blade glows a soft blue when it detects danger. STATISTICS: Equipped Abilities: Armor Class: +2 bonus THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage~ @2079 = ~The long, curved, single-edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. Whereas the sabre was intended mainly for horsemen due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. Thus, it is slightly slower, but tends to be more effective and deadly in combat. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 4 Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage~ @2080 = ~Scimitar +1~ @2081 = ~The long, curved, single-edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. Whereas the sabre was intended mainly for horsemen due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. Thus, it is slightly slower, but tends to be more effective and deadly in combat. This scimitar is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2082 = ~Rashad's Talon +2~ @2083 = ~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: Combat Abilities: Cleaving: 20% chance with each successful hit to gain one extra attack in the next round THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2084 = ~Flame Tongue +3~ @2085 = ~Blades of this type hail from the workshop of Raegik Hammerhold, a Rashemar smith who refused to reveal the secrets of his craft to any but his chosen apprentice. It is unknown how many of Flame Tongue blades may exist, but it is certain there are no more being produced. Raegik discovered his student dealing with the Red Wizards of Thay, and is believed to have died in the ensuing battle. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: Flame Tongue: additional +2 bonus to THAC0 and damage against regenerating creatures, cold creatures & undead Flaming: creatures struck suffer 1D6 fire damage THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2086 = ~Kundane +2~ @2087 = ~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. There Galloma, a wizard living in the area, discovered the youth and found in him a kindred soul. The two fast became friends, and more: they were master and apprentice. Galloma died before Dramnek's apprenticeship 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 his weak body. STATISTICS: Combat Abilities: Quickness: +1/2 attack per round THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2088 = ~Ilbratha +1~ @2089 = ~Mistress of Battle This ancient bronze sword is set with six matching bloodstones, and gains its name from its illusionary powers, which are very useful in combat. Ilbratha was created by unknown hands at the behest of Azoun the First, long dead king of Cormyr. He bore it once into battle, at Ithmong in his war with Tethyr, and then lost it in a storm that wrecked his ship on the rocks of The Neck. All trace of it was lost until, 200 winters later, the sage Thallastam of Procampur was offered the blade for 1,500 gold pieces by a peddler from a nearby town who seemed ignorant of its true nature. Thallastam brought the blade to Elminster in Shadowdale, the only loremaster with an interest in swords whom he trusted. Elminster identified the blade from the writings of Azoun I (the old king's great-grandson had just come to the throne), and Thallastam bore it back toward Procampur by way of Tilver's Gap and Essembra. But he was never seen again, and did not reach Procampur. His ruined diary, staff, and a skeleton were found some years later when the Pool of Yeven in Battledale was dragged, but the sword was never found. STATISTICS: Special Abilities: Mirror Image (1x per day): 4 images protect the wielder for up to 1 turn Equipped Abilities: Translucent: +2 bonus to AC THAC0: +1 bonus Damage: 1D6 + 1 Damage type: piercing Weight: 3 Speed Factor: 2 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2090 = ~Arbane's Sword +2~ @2091 = ~Sword of Agility The first of these swords were created by the elf wizard, Lord Arbane of Myth Drannor many centuries ago. His first was stolen, so he made a second with the aid of an apprentice, who sold the secret to two other wizard-swordsmiths. The form of manufacture is thought to be forgotten now -Elminster has heard of no one making one in the last 500 years- but there are over a dozen in existence. Some have even been created with sentience and further powers. One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar, and spent his life seeking revenge. Despite his focussed hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man. STATISTICS: Equipped Abilities: Immunity to entangle, grease, slow & web Combat Abilities: Hastening: 10% chance to gain +1/2 attack per round, and a +2 bonus to movement rate for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2092 = ~Cutthroat +3~ @2093 = ~This weapon has a bloody history, having been used to perform its namesake many times. Popular among the assassin trade for its size and enchantment, it has been in the possession of many of the Realms' more dangerous citizens, though seldom remaining in one place for any length of time. STATISTICS: Combat Abilities: Cutthroat: target is silenced for 3 rounds and suffers 1 bleeding damage every 3 seconds (save vs. death neg.) Slashing: creatures struck suffer 1D6 slashing damage THAC0: +3 bonus Damage: 1D6 + 3 Damage type: piercing Weight: 3 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2094 = ~The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term 'short sword' does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. There are etched runes on the surface of this weapon that glow during combat, indicating it has undergone some form of enchantment, but no identifying marks can be found. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2095 = ~Belm +2~ @2096 = ~This legendary blade was wielded for a short time by the Tempest warrior Ilban of Elturel. It is from his exploits in Calimshan that the weapon gained its fame. Before Ilban, however, Belm was in the possession of a holy slayer from distant Zakhara. According to sages, the light sword was crafted to serve an order of assassins. Belm's owners survived through many incredible ordeals, mostly because of the magic of the weapon. The weapon was lost in Calimshan when a holy slayer pursued a pasha's blasphemous agents to Calimport. The scimitar remained in the hands of Baris Cabal for about a dozen years before the band was broken up by Ilban and his companions. Ilban's exploits took Belm into battle against sandmen, giant scorpions, desert raiders, evil sorcerers and the demonic servants of Celan Harad. STATISTICS: Combat Abilities: Quickness: +1/2 attack per round THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2097 = ~Daystar +4~ @2098 = ~Whether it was 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. Note: always considered to be of +4 enchantment when determining what it can hit. STATISTICS: Special Abilities: Sunray (1x per day): as 15th-level caster Combat Abilities: Righteous: additional +2 bonus to THAC0 and damage against evil creatures Sunblade: additional +6 bonus to damage against undead creatures THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2099 = ~Dragonslayer +3~ @2100 = ~Everyone knows the story: a blade, a dragon, a titanic struggle, and a virtuous knight saving hundreds if not thousands of lives. Everyone knows a version of this tale, but could one sword have traveled the world so completely? Perhaps there have been many, perhaps only a few, but it is likely that weapons such as this have become so "well known" in legend that their true histories are forgotten. Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more draw their ire? Yet, at a time lost in Faerun's past, there was a need, and this sword was forged in answer. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Equipped Abilities: Immunity to fear effects Combat Abilities: Dragon Bane: additional +2 bonus to THAC0 and +6 bonus to damage against dragons Slicing Blow: 15% chance of inflicting 20 slashing damage THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 5 Speed Factor: 4 Proficiency Type: Long Sword Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2101 = ~Ras +2~ @2102 = ~The Dancing Blade Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless, and wielded the sword for many years. How they were ultimately separated is not known. STATISTICS: Special Abilities: Dancing Blade (1x per day): the sword can attack on its own for 1 turn THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2103 = ~Albruin +1~ @2104 = ~Albruin was held for decades in the royal house of Cormyr, kept as a family treasure and often borne by the kings of that land due to its defensive abilities which foiled many assassination attempts. It was stolen from the palace at Suzail in the Year of Daystar (1286 DR) by the thief Nypan, a halfling who was soon arrested in Wheloon by soldiers of Cormyr and slain when he attempted to escape. Unfortunately, Nipe did not have the blade when sized, and he did not reveal its whereabouts. STATISTICS: Equipped Abilities: Immunity to poison effects Combat Abilities: Luminous: target is outlined by a pale glowing light for 4 rounds, suffering a -2 penalty to AC and being unable to hide (save vs. spell neg.) THAC0: +1 bonus Damage: 2D4 + 1 Damage type: slashing Weight: 6 Speed Factor: 7 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2105 = ~Adjatha the Drinker +2~ @2106 = ~The Drinker is first known to have existed more than 400 years ago, in the reign of Kurskos Ironhand; it was the sword of that monarch's herald and chief counselor, Amrok of the Dwarves. Kurskos slew Amrok in a night of revelry after a Shieldmeet, and took Adjatha the Drinker (and the enminity of the dwarves) as his own. Amrok was of almost human stature, and it has often been said Adjatha is of human and not dwarven manufacture, for it is of the full size and heft for a strong long-armed human swordsman. The blade was stolen from the palace vaults in the sack of Aumreayum on the death of Kurskos, and since then The Drinker has changed hands often over the years, usually remaining with any one owner for only a short time. Elminster saw Adjatha 40 winters ago at the court of Nesker of Mulmaster, when the sorcerer-king was studying it to increase his own arts. It disappeared before Nesker's death and came to light briefly in reports of fighting in the Shaar, apparently being wielded by one of the nomad chieftains. The sword was stolen from him, and despite sending agents far afield, he was unable to recover it. Its whereabouts were unknown...but some suggested that the blade could have left the Prime Material Plane. STATISTICS: Equipped Abilities: Hit Points: +5 bonus Saving Throws: +2 bonus vs. spell Combat Abilities: Spell Drinker: arcane casters struck lose one memorized spell, raising wielder's maximum hit points by 2 for 1 hour (save vs. spell neg.) THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2107 = ~Namarra +2~ @2108 = ~The Sword That Never Sleeps On one side of the blade is etched in Common "Namarra", and on the other face "Never Sleep". Namarra appears in many legends and tall tales, but the designation the "Neversleep Sword" appears to be derived only from the inscription on the blade and does not refer to any specific property of the sword. Its origin is unknown; Namarra appears to have existed for long as tales have survived, wielded by such mythic heroes as Eth and Brensyl the Tall. Even the most critical of sages (Kurmur the Skeptic, First Speaker of Evernoster) cannot determine Namarra's probable time of origin or find any references in the tales of a word to a time "before Namarra was forged". 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 far south as the jungles of Chult, though documentation is oddly lacking regarding the details. This 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: Equipped Abilities: Wall of Silence: wielder is immune to sound-based spells and attacks such as Command, Holy Word, Unholy Word, Power Word, Wail of the Banshee, and other similar effects Combat Abilities: Silencing: opponents within 15' are silenced for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2109 = ~Taragarth +2~ @2110 = ~The Bloodbrand Taragarth is believed to have been forged by Elfgar of Silverymoon in the early days of the North and was given to the champion Aeroth when he led the armies of the kingdoms of the North against the trolls of the Evermoors. The might of the trolls was broken at the Long Battle (nine days' duration) across the moors, and the bloody Taragarth brandished aloft so often by the valiant Aeroth that it was dubbed The Bloodbrand. STATISTICS: Combat Abilities: Acidic: creatures struck suffer 1D4 acid damage THAC0: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not usable by: Cleric Druid Mage Thief Monk Beast Master~ @2111 = ~Jhor the Bleeder +2~ @2112 = ~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 his victims would slowly bleed to death. The sword was stolen, and its whereabouts have been a mystery until now. STATISTICS: Combat Abilities: Wounding: target suffers 1 bleeding damage every round for 1 turn THAC0: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2113 = ~Blade of Searing +3~ @2114 = ~The benefits enchanted into this sword are plain to see: it is exceptionally accurate, and a lick of flame follows every blow, searing the target in addition to the normal damage received. It is an efficient troll-killer, though it has not yet been heralded as such in song or legend. STATISTICS: Combat Abilities: Burning Wounds: target suffers a -2 penalty to THAC0 and 1 fire damage each round for 3 rounds (save vs. death neg.) THAC0: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 6 Speed Factor: 5 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2115 = ~Blade of Roses +1~ @2116 = ~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 this sword has been the secret behind a lackluster bard's sudden elevation at court. When drawn, the blade sings loudly and constantly. STATISTICS: Equipped Abilities: Charisma: +1 bonus Combat Abilities: Singing Sword: allies within 20' gain a +1 bonus to THAC0, damage, and saves vs. spell THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2117 = ~Long Sword +2~ @2118 = ~A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though. STATISTICS: THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2119 = ~Bastard Sword +2~ @2120 = ~Not only has a smith fashioned this sword such that it is better balanced and more durable than a standard blade, but powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than a standard sword of its type. STATISTICS: THAC0: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2121 = ~The katana is a single-edged, slightly curved sword which ends in a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation both complex and secret, and more an art form than anything else. This blade is an important facet of Kara-Tur culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is rare. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai. STATISTICS: Damage: 1D10 Damage type: slashing Weight: 5 Speed Factor: 4 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2122 = ~Katana +1~ @2123 = ~The katana is a single-edged, slightly curved sword which ends in a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation both complex and secret, and more an art form than anything else. This blade is an important facet of Kara-Tur culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is rare. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai.~ @2124 = ~It is no simple deed to enchant a katana. Unlike conventional weapons, the katana is already a near-perfect fighting sword. Improving it further usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into his sword. The wielder of an enchanted katana such as this one must respect the customs of Kara-Tur and of the samurai who once carried the 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: Cleric Druid Mage Beast Master~ @2125 = ~Malakar +2~ @2126 = ~Malakar, or 'Dueling Steel', is a finely craft katana belonged to the renowed swordsman Viromoto, a weapon master from the East who fought a hundred duels before finally dying. The keen blade shatters through any opponents's defenses and, as if of its own volition, it will swoop down and deflect the incoming attacks of other weapons. This radiant katana is perfect for the warrior concerned about defense as well as offense but it is so sharp and light that it is difficult for even a master to wield. Viromoto gradually became overconfident and for his final duel he favored a different weapon -- only to fall in battle, his first and only defeat. STATISTICS: Equipped Abilities: Parrying: +1 bonus to AC (none vs. missile) Combat Abilities: Keen: +5% chance to score critical hits THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength, 16 Dexterity Not Usable By: Cleric Druid Mage Beast Master~ @2127 = ~Wakizashi~ @2128 = ~The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi is a shorter sword with a length between 12 and 24 inches, and is a dangerous weapon in the hands of a skilled user. STATISTICS: THAC0: +1 bonus Damage: 1D8 Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2129 = ~Wakizashi +1~ @2130 = ~The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi is a shorter sword with a length between 12 and 24 inches, and is a dangerous weapon in the hands of a skilled user.~ @2131 = ~The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi is a shorter sword with a length between 12 and 24 inches, and is a dangerous weapon in the hands of a skilled user. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerun is unknown, but if the samurai who owned it still lives, he will certainly be looking for it. STATISTICS THAC0: +1 bonus Damage: 1D8 + 1 Damage type: piercing Weight: 3 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2132 = ~Ninja-To~ @2133 = ~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 those using longer blades such as the samurai used. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 3 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2134 = ~Ninja-To +1~ @2135 = ~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 those using longer blades such as the samurai used.~ @2136 = ~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: 3 Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2137 = ~Celestial Fury +3~ @2138 = ~Many years ago, fierce tempests and fires ignited by lightning ravished the province administered by daimyo Hoshi Katahiroi. The daimyo's advisers, all respected shukenjas, soon divined that Nature was not to blame, but a powerful dragon of an unknown order. Some of the wise men suggested that the creature was an abomination; others believed that it was born of Primal Chaos before Kara-Tur was formed. All the advisers agreed to name it Celestial Fury. Yet daimyo Hoshi did not want to categorize the scourge of his province; he wanted to destroy it. He commissioned the famed Chigatta (a reclusive artisan, master of mystic arts), to construct a weapon that might sunder the dragon's spirit as well as cleave its scaled body. Chigatta's labors resulted in the finest katana imaginable, dubbed Celestial Fury after the beast it was fashioned to destroy, and enchanted with the power of flight. With this weapon, Hoshi sought his province's bane among the storm clouds. Shouts and roars resounded through the heavens for days, and forked fire lit up the nights. At long last, Hoshi destroyed the dragon's body and trapped its spirit within his sword, merging the two Celestial Furies and impressing order over chaos. To finalize his victory, Hoshi had Chigatta fashion a scabbard from the dragon's hide and embed its magic pearl in the hilt. Yet the dragon had its revenge. Hoshi was skilled in battle but weak of will. Celestial Fury's spirit took control of Hoshi, forcing him to slay Chigatta and then slay himself. The katana subsequently disappeared (most likely, Hoshi's grieving family discarded the traitorous weapon) and has perhaps changed many hands in the years since. STATISTICS: Special Abilities: Batto (at will): when Celestial Fury is drawn, thunder and lightning explode from the scabbard, blinding (3 rounds) and deafening (6 rounds) opponents within 10'; those who successfully save vs. wand cannot be affected by this ability for the duration of the encounter Lightning Bolt (1x per day): an arc of lightning leaps at one target inflicting 10D6 electrical damage (save vs. breath half) Combat Abilities: Booming Thunder: every successful strike causes a boom that stuns opponents for 1 round (save vs. spell neg.) Shocking Blow: 5% chance of inflicting 20 electrical damage THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 5 Speed Factor: 1 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2139 = ~Water's Edge +3~ @2140 = ~Due to their religious responsibilities, minions of Umberlee, are supposed to avoid personal entanglements with those who work the sea. Of course, even among those who follow dark gods, the pursuit of pleasure and emotional gratification often cause them to stray from their commandments. One priestess who strayed in such a fashion was Kalana Fisher. In 1357, she began a romance with the pirate captain Balhoderie. Though both were extremely flawed people with outrageous personalities and a complete lack of faithfulness, they had a strange mutual affection for each other. But while Balhoderie's great flaw was his mean temper, Kalana's was in holding grudges. In 1366, Kalana tracked down the murderer of Balhoderie, a Talosian pirate captain named Madion. She planted information in Madion's spy network and anonymously offered him a tantalizing prize: three high-value merchant ships leaving the port of Baldur's Gate with few defenses. Low on money, Madion took the bait. He was slaughtered by the numerous guards that poured from the ships' holds. As it had turned out, the merchant captain was a superstitious sort and had gone to the temple of Umberlee in Baldur's Gate for a divination. Without hesitation, the priestess Kalana had foretold a horrible attack outside the port. Not only did Kalana get her revenge, but the captain became a lifelong donator to the church of the Bitch Queen. Nobody knows if Water's Edge, the blade Kalane had crafted for Balhoderie, was somehow retreived by the priestess herself or got lost in the ocean. STATISTICS: Combat Abilities: Sharpness: target suffers a -1 penalty to strength and dexterity for 5 rounds (save vs. death neg.) THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2141 = ~Sword of Flame +1~ @2142 = ~Desert Wind If rumors of Calimshite ancestry are true, then this type of scimitar is likely the product of the genies that founded the city long ago. All of the raging heat of the desert seems to be captured within the blade of the sword. Tales of enemies surrendering after suffering a mere scratch only seem true after one has tasted the blistering pain this flaming sword causes a wound. STATISTICS: Combat Abilities: Flaming: creatures struck suffer 1D6 fire damage Fiery Blow: 10% chance of inflicting 20 fire damage THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2143 = ~The Equalizer +4~ @2144 = ~The age of this sword is such that its true origin has been lost to time, but markings hint that it was possibly forged by those in the service of Helm. Also called the "Sword of Neutrality," it seems designed to seek and terminate extremism, to shift the universe closer to harmonious equilibrium. The further the orientation of a target from true balance, the more potent the damage they suffer. The Equalizer was last rumored to have been wielded by the elven hero Alaine Greenleaf, who was lost during a voyage to the Underdark, though the blade's pommel gem was stolen by an escaped slave who returned to the surface world. STATISTICS: Equipped Abilities: Immunity to charm & confusion effects Combat Abilities: Equalizer: inflicts additional damage depending on target's alignment: +0 vs. True Neutral +2 vs. Lawful/Chaotic Neutral +4 vs. Neutral Good/Evil +6 vs. Lawful/Chaotic Good/Evil THAC0: +4 bonus Damage: 1D8 + 4 Damage type: slashing Weight: 4 Speed Factor: 1 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Lawful Good Chaotic Good Lawful Evil Chaotic Evil~ @2145 = ~Katana +2~ @2146 = ~It is no simple deed to enchant a katana. Unlike conventional weapons, the katana is already a near-perfect fighting sword. Improving it further usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into his sword. The wielder of an enchanted katana such as this one must respect the customs of Kara-Tur and of the samurai who once carried the 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: 5 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2147 = ~Short Sword of Mask +4~ @2148 = ~Godsbane Legacy This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. Godsbane was the sword form assumed by Mask during the Time of Troubles. He would eventually come to be wielded by the then-mortal Cyric, who acquired the sword by murdering a halfling named Sneakabout, who in turn killed the former wielder of the sword. Cyric named the sword "Godsbane" because while he was a mortal, he used it to slay Bhaal (then Lord of Murder), and after becoming a deity, he used it to kill Leira, Lady of Deception. The soon-to-become Prince of Lies also used it to kill Kelemvor Lyonsbane while atop Blackstaff Tower, but to spite Cyric for trying to break his will while he was a mortal, Mask as Godsbane hid Kelemvor's soul from him. During a revolt in the City of Strife that marked the end of Cyric's reign as Lord of the Dead, Cyric learned of this and snapped the blade in two. This revealed the sword to be an aspect of Mask, the god of thievery and intrigue. By doing this, Cyric greatly weakened Mask and gained the portfolio of intrigue, along with shadowy characteristics. For this, Mask hates Cyric, and he continuously plots ways to recover his lost portfolio. Whether this blade is one of the original sword's reproductions, or another of Mask's attempts to seek his revenge is beyond anyone's knowledge. STATISTICS: Combat Abilities: Stealthblade: 20% chance per attack that the wielder gains improved invisibility for 5 rounds THAC0: +4 bonus Damage: 1D6 + 4 Damage type: piercing Weight: 3 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2149 = ~Short Sword of Mask +5~ @2150 = ~Godsbane Legacy This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. Godsbane was the sword form assumed by Mask during the Time of Troubles. He would eventually come to be wielded by the then-mortal Cyric, who acquired the sword by murdering a halfling named Sneakabout, who in turn killed the former wielder of the sword. Cyric named the sword "Godsbane" because while he was a mortal, he used it to slay Bhaal (then Lord of Murder), and after becoming a deity, he used it to kill Leira, Lady of Deception. The soon-to-become Prince of Lies also used it to kill Kelemvor Lyonsbane while atop Blackstaff Tower, but to spite Cyric for trying to break his will while he was a mortal, Mask as Godsbane hid Kelemvor's soul from him. During a revolt in the City of Strife that marked the end of Cyric's reign as Lord of the Dead, Cyric learned of this and snapped the blade in two. This revealed the sword to be an aspect of Mask, the god of thievery and intrigue. By doing this, Cyric greatly weakened Mask and gained the portfolio of intrigue, along with shadowy characteristics. For this, Mask hates Cyric, and he continuously plots ways to recover his lost portfolio. Whether this blade is one of the original sword's reproductions, or another of Mask's attempts to seek his revenge is beyond anyone's knowledge. Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is now an unmatched tool of assassins and thieves. STATISTICS: Combat Abilities: Envenomed: creatures struck suffer 1D6 poison damage Paralyzing: 50% chance target is held for 2 rounds (save vs. paralyzation neg.) Stealthblade: 20% chance per attack that the wielder gains improved invisibility for 5 rounds THAC0: +5 bonus Damage: 1D6 + 5 Damage type piercing Weight: 3 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2151 = ~Angurvadal +4~ @2152 = ~There was a time before Neverwinter was warm and before the great Anauroch was dry...or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough -- it burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself -- but whoever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is...wrong. It strains the forearm a touch, and does not fit the hand just right. It shouldn't hurt a warrior's performance, aside from the nagging suspicion that the blade was not made for him...or any other humanoid. STATISTICS: Combat Abilities: Flaming: creatures struck suffer 1D6 fire damage Incendiary: inflicts 2 fire damage each round for 2 rounds THAC0: +4 bonus Damage: 1D8 + 4 Damage type: slashing Weight: 4 Speed Factor: 1 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not usable by: Cleric Druid Mage Beast Master~ @2153 = ~Angurvadal +5~ @2154 = ~There was a time before Neverwinter was warm and before the great Anauroch was dry...or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough -- it burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself -- but whoever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is...wrong. It strains the forearm a touch, and does not fit the hand just right. It shouldn't hurt a warrior's performance, aside from the nagging suspicion that the blade was not made for him...or any other humanoid. The true power of this burning sword has been unleashed by the Liquid Mercury. STATISTICS: Combat Abilities: Flame Whip: target is entangled in flames for 2 rounds (save vs. breath neg.) Flaming: creatures struck suffer 1D6 fire damage Incendiary: inflicts 2 fire damage each round for 2 rounds THAC0: +5 bonus Damage: 1D8 + 5 Damage type: slashing Weight: 4 Speed Factor: 0 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not usable by: Cleric Druid Mage Beast Master~ @2155 = ~Foebane +4~ @2156 = ~The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane's dark history is one of murder and death. Demron's own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage's untimely death, though the thief did not survive the encounter, either. In the aftermath of Demron's murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities. Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis. Legend holds that Foebane's considerable powers are further augmented when the sword is reunited with the enchanted holy Scabbard of Fflar, its original owner. Note: always considered to be of +4 enchantment when determining what it can hit. STATISTICS: Equipped Abilities: Saving Throws: +1 bonus Combat Abilities: Foe Bane: additional +2 bonus to THAC0 and damage against undead, shapeshifters, and all extra-planar beings Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2157 = ~Foebane +5~ @2158 = ~The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane's dark history is one of murder and death. Demron's own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage's untimely death, though the thief did not survive the encounter, either. In the aftermath of Demron's murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities. Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis. Reunited with Fflar's Holy Scabbard, Foebane is an even greater weapon than the legends claimed. Note: always considered to be of +5 enchantment when determining what it can hit. STATISTICS: Equipped Abilities: Saving Throws: +2 bonus Combat Abilities: Holy: additional +6 bonus to damage against evil creatures Foe Bane: additional +2 bonus to THAC0 and damage against undead, shapeshifters, and all extra-planar beings Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 6 Speed Factor: 5 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2159 = ~Purifier +3~ @2160 = ~This single-handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned. STATISTICS: Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Holy: additional +3 bonus to damage against evil creatures Cleansing: 15% chance evil creatures struck suffer various effects dependent on their level (save vs. spell at -4 penalty neg.): Target's Hit Dice - Effects of Cleansing 15 or more - Deafened 10 to 14 - Blinded and Deafened 5 to 9 - Paralyzed, Blinded, and Deafened 1 to 4 - Killed THAC0: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 6 Speed Factor: 5 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Usable By: Paladin~ @2161 = ~Purifier +4~ @2162 = ~This single-handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned. With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single instrument of holy justice on the face of Faerun. STATISTICS: Special Abilities: Draw Upon Holy Might (2x per day) Greater Restoration (1x per day) Equipped Abilities: Magic Resistance: +15% bonus Combat Abilities: Holy: additional +6 bonus to damage against evil creatures Cleansing: 15% chance evil creatures struck suffer various effects dependent on their level (save vs. spell at -4 penalty neg.): Target's Hit Dice - Effects of Cleansing 20 or more - Deafened 15 to 19 - Blinded and Deafened 10 to 14 - Paralyzed, Blinded, and Deafened 1 to 9 - Killed THAC0: +4 bonus Damage: 2D4 + 4 Damage type: slashing Weight: 6 Speed Factor: 4 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Usable By: Paladin~ @2163 = ~Yamato +3~ @2164 = ~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: Equipped Abilities: Counterattack: creatures who strike the wielder in melee suffer 1D8 + 3 slashing damage THAC0: +3 bonus Damage: 1D8 + 3 Damage type: piercing Weight: 3 Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not usable by: Cleric Druid Mage Beast Master~ @21651 = ~Usuno's Blade +3~ @2165 = ~The daughter of a high-ranking official within the bureaucratic society of Kara-Tur, Usuno rejected her family's station and carved a legend for herself among the Yakuza of the underworld. The blade of this enchanted ninja-to crackles with electrical energy. STATISTICS: Equipped Abilities: Movement Rate: +1 bonus Combat Abilities: Shocking: creatures struck suffer 1D6 electrical damage Shocking Blow: 5% chance of inflicting 20 electrical damage THAC0: +3 bonus Damage: 1D8 + 3 Damage type: piercing Weight: 3 Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 6 Strength Not usable by: Cleric Druid Mage Beast Master~ @2166 = ~Spectral Brand +3~ @2167 = ~When examined in direct sunlight, this mysterious scimitar becomes transparent and faint, almost disappearing from sight. As the lighting grows dimmer, however, the sword seems almost to gain substance from the darkness until it glows with a gray light in total darkness. Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight at the side of the one who defeated them. Though this legendary power seems somehow sealed, Spectral Brand is still able to create an illusionary copy of itself capable of fighting alongside the wielder, and the chilling touch of its blade attacks directly the life force of any living creature. STATISTICS: Special Abilities: Spectral Blade (1x per day): the sword can attack on its own for 1 turn; the spectral sword acts as a +3 weapon, has THAC0 3 and attacks once each round inflicting 1D8 + 3 magic damage; it has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, and is immune to mind-affecting spells Combat Abilities: Ghost Blade: this ghostly blade bypasses armors, granting an additional +3 bonus to THAC0 Chill Touch: creatures struck suffer 1D3 cold damage and lose 1 strength (save vs. death neg. strength loss) THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2168 = ~Spectral Brand +4~ @2169 = ~When examined in direct sunlight, this mysterious scimitar becomes transparent and faint, almost disappearing from sight. As the lighting grows dimmer, however, the sword seems almost to gain substance from the darkness until it glows with a gray light in total darkness. Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight at the side of the one who defeated them. Though this legendary power seems somehow sealed, Spectral Brand is still able to create an illusionary copy of itself capable of fighting alongside the wielder, and the chilling touch of its blade attacks directly the life force of any living creature. Drawing upon the necromancy of the Skull of the Lich the seal has been broken, and Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the Realms. STATISTICS: Special Abilities: Dark Swarm (1x per day): releases enslaved souls in the form of shadows, summoning one creature every round for 1 turn Spectral Blade (1x per day): the sword can attack on its own for 1 turn; the spectral sword acts as a +4 weapon, has THAC0 2 and attacks once each round inflicting 1D8 + 4 magic damage; it has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, and is immune to mind-affecting spells Equipped Abilities: Negative Plane Protection Combat Abilities: Ghost Blade: this ghostly blade bypasses armors, granting an additional +3 bonus to THAC0 Chill Touch: creatures struck suffer 1D4 cold damage and lose 1 strength (save vs. death neg. strength loss) THAC0: +4 bonus Damage: 1D8 + 4 Damage type: slashing Weight: 4 Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2170 = ~Hindo's Doom +3~ @2171 = ~Hindo was a ronin of great renown, a staunch defender of his people against the evil overlords who killed his master and ravaged his homelands. "...in the night there came the rain of fire, which crashed as though an avalanche of stone. There were craters in the square, and inside were the stars, from which we forged our vengeance and took back the land of our fathers." The writings of Kaa Mihnd, explaining how a poor fishing village could possess the weapon to challenge their wealthy overlord. The account has never been verified, though this blade is the supposed outcome, as well as Hindo's deeds which have passed into legend. STATISTICS: Special Abilities: Lesser Restoration (1x per day) Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Tenchu: 10% chance of casting Holy Smite upon the target as 5th-level caster THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 5 Speed Factor: 1 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not usable by: Cleric Druid Mage Beast Master~ @2172 = ~Hindo's Doom +4~ @2173 = ~Hindo was a ronin of great renown, a staunch defender of his people against the evil overlords who killed his master and ravaged his homelands. "...in the night there came the rain of fire, which crashed as though an avalanche of stone. There were craters in the square, and inside were the stars, from which we forged our vengeance and took back the land of our fathers." The writings of Kaa Mihnd, explaining how a poor fishing village could possess the weapon to challenge their wealthy overlord. The account has never been verified, though this blade is the supposed outcome, as well as Hindo's deeds which have passed into legend. Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of Samurai. STATISTICS: Special Abilities: Greater Restoration (1x per day) Equipped Abilities: Immunity to death effects Magic Resistance: +15% bonus Combat Abilities: Tenchu: 15% chance of casting Holy Smite upon the target as 5th-level caster THAC0: +4 bonus Damage: 1D10 + 4 Damage type: slashing Weight: 5 Speed Factor: 0 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not usable by: Cleric Druid Mage Beast Master~ @2174 = ~Bastard Sword +3~ @2175 = ~Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. This is a magical bastard sword. STATISTICS: THAC0: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 6 Speed Factor: 5 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2176 = ~Long Sword +3~ @2177 = ~These swords are usually referred to as doubled-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it. 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: Cleric Druid Mage Beast Master~ @2178 = ~Short Sword +3~ @2179 = ~This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle the blade radiates magic and gifts the wielder with increased skill. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: piercing Speed Factor: 0 Weight: 3 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Cleric Druid Mage Beast Master~ @2180 = ~Katana +3~ @2181 = ~It is no simple deed to enchant a katana. Unlike conventional weapons, the katana is already a near-perfect fighting sword. Improving it further usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into his sword. The wielder of an enchanted katana such as this one must respect the customs of Kara-Tur and of the samurai who once carried the blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 5 Speed Factor: 1 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not usable by: Cleric Druid Mage Beast Master~ @2182 = ~Scimitar +3~ @2183 = ~The long, curved, single-edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. Whereas the sabre was intended mainly for horsemen due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. Thus, it is slightly slower, but tends to be more effective and deadly in combat. This particular weapon has been enhanced magically to augment the skill of the wielder. STATISTICS: THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Beast Master~ @2184 = ~The Answerer +4~ @2185 = ~The last swing of a battle is more important than the first. Such is the philosophy embodied in this powerful weapon. Although the strange design of The Answerer makes it difficult to take the initiative in combat, with each hit it makes an opponent more vulnerable to subsequent attacks. STATISTICS: Equipped Abilities: Answerer: when struck by an opponent, the wielder gains one extra attack in the next round Combat Abilities: Pierce Magic: each hit reduces target's magic resistance by 5% for 4 rounds Sundering: each hit reduces the target's AC by 1 for 2 rounds THAC0: +4 bonus Damage: 1D8 + 4 Damage type: slashing Weight: 4 Speed Factor: 10 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not usable by: Cleric Druid Mage Beast Master~ @2186 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons, and in an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1D10 Damage type: slashing Weight: 8 Speed Factor: 10 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2187 = ~Two-Handed Sword +1~ @2188 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons, and in an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This sword is particularly good at its job, as it has been enchanted with a few magical properties. STATISTICS: THAC0: +1 bonus Damage: 1D10 + 1 Damage type: slashing Weight: 8 Speed Factor: 9 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2189 = ~Berserking Sword +3~ @2190 = ~This is a cursed sword which performs perfectly under every test, save in 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 a Remove Curse spell. STATISTICS: *CURSED* Equipped Abilities: Berserking: the wielder goes berserk and totally out of control while in combat Combat Abilities: Speed: +1 attack per round THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 10 Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 16 Strength Not Usable By: Cleric Druid Mage Paladin Thief Monk Beast Master~ @2191 = ~Spider's Bane +2~ @2192 = ~Spider's Bane was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster good will between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost in a fight against ettercaps and spiders. The present whereabouts of the blade are unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood. STATISTICS: Equipped Abilities: Immunity to web & poison effects THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 8 Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2193 = ~Harbinger +3~ @2194 = ~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 chance that a burst of flames erupts, a sign that the demon within still rages at its imprisonment. Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Equipped Abilities: Hellfire: 5% chance on each hit wielder suffers 20 fire damage (save vs. spell neg.) Combat Abilities: Banishing: summoned creatures are dismissed (save vs. spell neg.) Demon Bane: additional +2 bonus to THAC0 and +8 bonus to damage against demons Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +1 bonus Damage: 1D10 + 1 Damage type: slashing Weight: 8 Speed Factor: 9 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2195 = ~Soul Reaver +4~ @2196 = ~Thirsting for fresh blood, usually only a warrior intent on death and destruction wields such an evil blade. Some warriors claiming to be doing good have attempted to master the Soul Reaver and use it for noble purposes, but more often than not, they are found surrounded by carnage and death too horrible to bear. One such warrior was found in a cathedral, surrounded by the corpses of priests and resting on the end of his own blade, where he had thrown himself in a fit of guilt. STATISTICS: Combat Abilities: Enervating: living creatures struck suffer 1D6 magic damage and lose 1 level (save vs. death neg. level loss) THAC0: +4 bonus Damage: 1D10 + 4 Damage type: slashing Weight: 10 Speed Factor: 6 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 16 Strength Not Usable By: Good~ @2197 = ~Warblade +3~ @2198 = ~This massive two-handed sword is an enchanted version of the barbaric swords of the northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. The huge 52" long blade requires great effort to handle properly, thus only the strongest warriors can hope to wield such a powerful tool of destruction. STATISTICS: Combat Abilities: Bluntness: creatures struck suffer 2D3 crushing damage Oversized: less accurate but more damaging than a normal-sized two-handed sword THAC0: +1 bonus Damage: 1D12 + 3 Damage type: slashing Weight: 12 Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 18 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2199 = ~Carsomyr +4~ @2200 = ~The Holy Avenger 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, so that the sword itself will 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, for their magic is dispelled with a word, and 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: Special Abilities: Dispel Magic (1x per day): dispels all magical effects from all creatures in a 30' radius Equipped Abilities: Magic Resistance: +20% bonus Combat Abilities: Dispelling: removes all magical effects from the target (save vs. spell neg.) Holy: additional +3 bonus to damage against evil creatures THAC0: +4 bonus Damage: 1D10 + 4 Damage type: slashing Weight: 10 Speed Factor: 6 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 16 Strength Usable By: Paladin~ @2201 = ~Two-Handed Sword +2~ @2202 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons, and in an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This particular sword is even more capable of such functions, serving as a fearful reminder of what comes of the union between weaponsmithing and sorcery. STATISTICS: THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 8 Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2203 = ~Flame of the North +2~ @2204 = ~The title does not refer to the blade itself, though appropriate, 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 berserker's 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: Combat Abilities Icy: creatures struck suffer 1D6 cold damage Freezing: 50% chance target is held for 1 round (save vs. polymorph neg.) THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 8 Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2205 = ~Lilarcor +3~ @2206 = ~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: Equipped Abilities: Immunity to charm & confusion effects THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 8 Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2207 = ~Silver Sword +4~ @2208 = ~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. These swords are highly sought after, and a cult of githyanki knights called the 'Sword Stalkers' is tasked with recovering any swords that fall into the hands of the unworthy, i.e. non githyanki. STATISTICS: Combat Abilities: Keen: +10% chance to score critical hits Vorpal: 15% chance target dies (save vs. death at -2 penalty neg.) THAC0: +4 bonus Damage: 1D10 + 4 Damage type: slashing Weight: 8 Speed Factor: 6 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Paladin Beast Master~ @2209 = ~Sword of Chaos +2~ @2210 = ~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: Combat Abilities: Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 8 Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Monk Thief Paladin Beast Master~ @2211 = ~Gram the Sword of Grief +4~ @2212 = ~Some weapons are evil from their inception, imbued with corrupting magics by cruel mages. But there are also weapons that owe their natures not to any particular enchantment, but to dastardly acts performed in the hands of their wielders. Gram, once a legendary sword of the great hero Siegfried, is now forever stained with the blood of countless innocents. STATISTICS: Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Sharpness: target suffers a -1 penalty to strength and dexterity for 5 rounds (save vs. death neg.) Envenomed: 20% chance of dealing 2D12 poison damage THAC0: +4 bonus Damage: 1D10 + 4 Damage type: slashing Weight: 8 Speed Factor: 6 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not usable by: Cleric Druid Mage Thief Monk Beast Master~ @2213 = ~Gram the Sword of Grief +5~ @2214 = ~Some weapons are evil from their inception, imbued with corrupting magics by cruel mages. But there are also weapons that owe their natures not to any particular enchantment, but to dastardly acts performed in the hands of their wielders. Gram, once a legendary sword of the great hero Siegfried, is now forever stained with the blood of countless innocents. Siegfried's fearsome blade is even more powerful with the Heart of the Damned set into its pommel. STATISTICS: Equipped Abilities: Magic Resistance: +15% bonus Combat Abilities: Wounding: target suffers 1 bleeding damage every round for 5 rounds Sharpness: target suffers a -1 penalty to strength and dexterity for 5 rounds (save vs. death neg.) Envenomed: 20% chance of dealing 2D12 poison damage THAC0: +5 bonus Damage: 1D10 + 5 Damage type: slashing Weight: 8 Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not usable by: Cleric Druid Mage Thief Monk Beast Master~ @2215 = ~Carsomyr +5~ @2216 = ~The Holy Avenger 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, so that the sword itself will 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, for their magic is dispelled with a word, and 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. Even a Holy Relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr. STATISTICS: Special Abilities: Dispel Magic (1x per day): dispels all magical effects from all creatures in a 30' radius Equipped Abilities: Magic Resistance: +25% bonus Combat Abilities: Dispelling: removes all magical effects from the target (save vs. spell neg.) Holy: additional +6 bonus to damage against evil creatures THAC0: +5 bonus Damage: 1D10 + 5 Damage type: slashing Weight: 10 Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 16 Strength Usable By: Paladin~ @2217 = ~Two-Handed Sword +3~ @2218 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons, and in an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This particular sword is even more capable of such functions, serving as a fearful reminder of what comes of the union between weaponsmithing and sorcery. STATISTICS: THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 8 Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2219 = ~Psion's Blade +3~ @2220 = ~Some believe this massive blade to be of Drow origin, though others dispute this claim. However, all agree this great sword was fashioned with a single purpose... to rid the world of the Illithid. A threat Mind Flayers don't take kindly. The illithid brain known as Kwukgixrin sent its followers to scouring the underdark for this blade that it discovered when it absorbed the mind of a powerful human warrior. After countless fights the warrior had hidden the sword when he realized that he was too wounded to survive another attack from the illithid thralls. Before the illithid thralls could find the sword, the warrior's twin brother discovered it. The twin was in strong health and he made short work of the thralls and many illithids before leaving the Underdark. STATISTICS: Equipped Abilities: Mind Barrier: +2 bonus to AC and saving throws vs. psionics Combat Abilities: Mindbreaking: 15% chance target is permanently feebleminded (save vs. spell at -4 penalty neg.) THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 8 Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2221 = ~Sensate Amulet~ @2222 = ~This amulet originates in the city of Sigil, where it 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 Equipped Abilities: Charisma: +1 bonus Maximum Hit Points: +5 bonus Protection from Evil: +2 bonus to AC and saving throws vs. evil creatures Usable By: Cleric~ @2223 = ~Dak'kon's Zerth Blade +2~ @2224 = ~This sword was the weapon of choice of the famous githzerai Dak'kon who was killed by a powerful entity while working for a creature known as the Nameless One. Perhaps the strange circumstances of his death preserved this blade, as it would otherwise have lost its form when his will no longer shaped it. On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance and through mental discipline alone, the wielder must maintain the integrity of the blade. He can shape it slightly depending on his skill, adjusting its length, sharpness of the edge and to a lesser extent, its magical properties. Presumably more powerful and experienced minds may be able to manipulate the blade in new ways. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Combat Abilities: Spell Stealer: arcane casters struck lose one memorized spell, allowing the wielder to re-memorize a spell that has previously been cast (save vs. spell neg.) THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 5 Speed Factor: 3 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Usable by: Bard Fighter/Mage Fighter/Mage/Thief Mage/Thief~ @2225 = ~Shadow Veil~ @2226 = ~Made of blackened silver and dark blue steel, this helm is rumored to slowly corrupt its wearer to bend to Shar's whim, so that ultimately the Dark Goddess gains a powerful follower by greatly warding the victim in what her clerics often refer to as the subject's "infancy." The helm is capable of absorbing significant amounts of cold damage, and with a command word, it can create a shadow clone of the wearer to fight alongside him. Those who possess it inevitably become creatures of the night themselves, operating as easily in the dark as they would during the day - and under the watchful eye of Shar. STATISTICS: Special Abilities: Simulacrum (1x per day) Equipped Abilities: Infravision Cold Resistance: +40% bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: Bard Druid Mage Monk Paladin Thief Kensai~ @2227 = ~Plate of Balduran +2~ @2228 = ~No one really knows what fate befell Balduran, the founder of Baldur's Gate, but people never grow tired of speculating. When his personal armor was found on the Sword Coast - supposedly recovered and sold by a group of adventurers - it only served to spark interest in him once again, and several copies of the suit were made to accommodate collectors and historians. In this way, it could be said, Balduran obtained a measure of immortality. STATISTICS: Equipped Abilities: Charisma: +1 bonus Maximum Hit Points: +5 bonus Magic Resistance: +5% bonus Armor Class: -1 Weight: 60 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief Archer Stalker Barbarian Beast Master Kensai Monk~ @2229 = ~Mercykiller Ring~ @2230 = ~The Mercykillers are a powerful faction based out of the planar city of Sigil who believe in justice and retribution at the expense of all else. Their name comes from their credo that mercy is for the weak, and the merciful should be punished. 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. STATISTICS: Equipped Abilities: Move Silently: +20% bonus Hide in Shadows: +20% bonus Detect Illusions: +20% bonus Set Traps: +20% bonus Usable By: Thief~ @2231 = ~Robe of Larloch~ @2232 = ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage.~ @2233 = ~This cast-off robe of the archlich Larloch absorbed significant amounts of the Netherese arcanist's power in its few decades on his body. Though incredibly potent for most mortal practitioners of the Art, the robe was not valuable enough for Larloch to keep. Larloch "lives" in the ancient Warlock's Crypt on the Sword Coast in a necropolis populated by hordes of undead and a small army of Larloch's lich students. Presumably, he has forgotten entirely about this dusty robe, but one can never be too certain, nor too safe, when it comes to wearing Netherese artifacts... STATISTICS: Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Casting Speed: +2 bonus Magic Resistance: +10% bonus Weight: 4 Usable By: Mage~ @2234 = ~Blade of Sharpness +1~ @2235 = ~The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands.~ @2236 = ~The Blade of Sharpness belonged to the renowed swordsman Cezarre and it really is an astonishing work of craftsmanship. This defensive keen rapier of speed is extremely light and sharp. It can be matched by few other swords and requires skilled and trained hands to wield. STATISTICS: Equipped Abilitites: Armor Class: +2 bonus Combat Abilities: Keen: +15% chance to score critical hits Speed: +1 attack per round THAC0: +1 bonus Damage: 1D6 + 1 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Requires: 16 Dexterity, 12 Intelligence Usable By: Swashbuckler~ @2237 = ~Mirror Shield +3~ @2238 = ~Angwile the Artificer was widely known among the svirfneblin as the foremost authority on beholders. While he was often derided during his lifetime as foolhardy and reckless, his studies of captive beholders led to the creation of many artifacts that are to this day highly sought after by deep gnomes and other denizens of the Underdark. Among Angwile's most well-known creation there's the Mirror Shield. This shield looks and works like a normal shield, but instead of a coat-of-arms, the front is mirror-reflective, and the inside is crystal clear. The wearer can cover behind the shield and look through its clear surface, while beholder's rays are deflected away, and gaze attacks are nullified as opponents see their own reflected image. STATISTICS: Equipped Abilities: Immunity to ray and gaze attacks Armor Class Bonus: 4 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief Monk Kensai~ @2239 = ~Wand~ @2240 = ~Wand of Fear~ @2241 = ~Wands are 1 1/4 feet long and slender. They are made of ivory, bone, or wood and are usually tipped with something - metal, crystal, stone, etc. They are fragile and tend to break easily. Because of this, they are often kept in cases. Wands generally store one or more magical effects powered by charges, each use costing one or more charges (depending in the item). When a wand runs out of charges, it is consumed and destroyed.~ @2242 = ~A Wand of Fear strikes terror into the heart of the target and any creature within 20 foot radius. Opponents within the area must save vs. wand at -1 penalty or flee in terror for 5 rounds. 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 Abilities (consumes charges): Fear Requires: 11 Intelligence Usable By: Bard Mage~ @2243 = ~Wand of Magic Missiles~ @2244 = ~When activated, this wand will eject three missiles of magical energy that dart forth and unerringly strike its target, which must be visible to be hit. Each missile will inflict 1D4 + 1 magic damage. Almost anyone of moderate intelligence can learn how to use this wand. Like all wands, the Wand of Magic Missiles can only be used a limited number of times before it is destroyed. STATISTICS: Special Abilities (consumes charges): Magic Missile Requires: 10 Intelligence Not Usable By: Wizard Slayer~ @2245 = ~Wand of Paralyzation~ @2246 = ~When used, this wand shoots forth a thin ray of bluish color to a maximum range of 60 feet. When a creature is touched by the ray, it must save vs. wands at a -4 penalty in order to avoid being stunned for 10 rounds. The Wand of Paralyzation has a limited number of uses. Once these have been expended, it shatters. STATISTICS: Special Abilities (consumes charges): Paralyzation Requires: 14 Intelligence Usable By: Bard Mage~ @2247 = ~Wand of Fire~ @2248 = ~When used, this wand will cough forth a huge, burning ball of fire that streaks out to the desired range (a maximum of 90 feet) and bursts in a fiery, violent blast of 30ft radius. Creatures within the area take 6D6 fire damage, unless they successfully save vs. wand at a -2 penalty to take only half damage. The second ability of the wand is akin to the wizard spell 'Agannazar's Scorcher' in that a column of flame will streak towards a victim, inflicting 5D6 fire damage to everyone in the line of fire. The victims may make a saving throw vs. wands at -1 in order to reduce the damage dealt by half. The Wand of Fire can only be used a limited number of times. Once these have been expended, it dissolves into a pile of ash. STATISTICS: Special Abilities (consume charges): Fireball Scorching Ray Requires: 12 Intelligence Usable By: Bard Mage~ @2249 = ~Wand of Frost~ @2250 = ~A Wand of Frost acts in a similar fashion to the Cone of Cold spell. Crystallized particles of snow and ice fan out from the wand's tip, defining an area wherein the temperature drops to -100 degrees F. When used, white crystalline motes spray forth from the wand in a column towards the victim, striking him or her square in the chest with numbing force. The temperature inside the column is deadly, and causes 6D6 cold damage, and slows the target for 5 rounds. A successful save vs. wands at a -3 penalty reduces the damage by half. The Wand of Frost can only be used a limited number of times before it melts into a harmless pool of water. STATISTICS: Special Abilities (consume charges): Freezing Sphere Requires: 13 Intelligence Usable By: Bard Mage~ @2251 = ~Wand of Lightning~ @2252 = ~A Wand of Lightning causes bolts of electrical energy to be discharged from its tip to strike at specified opponents. The possessor of the wand can discharge three bolts of lightning, and may target up to three different enemies. Each bolt does 3D6 electrical damage, with a save vs. wand at a -3 penalty for half damage. The Wand of Lightning has a limited number of uses. Once these have been expended, the wand is reduced to little more than a chunk of scarred and twisted metal. STATISTICS: Special Abilities (consumes charges): Lightning Bolt Requires: 13 Intelligence Usable By: Bard Mage~ @2253 = ~Wand of Sleep~ @2254 = ~When used, this wand emits a gold beam of energy at its targets up to a maximum range of 90 feet, affecting a 30 foot cube. If the target creatures fail their save vs. wands, they will fall into a deep, comatose sleep for 5 rounds. Creatures with more than 10 Hit Dice/Levels are unaffected. Almost anyone of moderate intelligence can learn how to use this wand. As with other wands, the Wand of Sleep dissolves after a limited number of uses. STATISTICS: Special Abilities (consumes charges): Sleep Requires: 10 Intelligence Not Usable By: Wizard Slayer~ @2255 = ~Wand of Polymorphing~ @2256 = ~When used, this wand emits a thin, green beam that darts forth to a nearby target. Any creature touched by this beam must make a save vs. wands at -3 penalty or be polymorphed into a squirrel. Like all wands, the Wand of Polymorphing can only be used a limited number of times before it is destroyed. STATISTICS: Special Abilities (consumes charges): Polymorph Other Requires: 13 Intelligence Usable By: Bard Druid Mage~ @2257 = ~Wand of Monster Summoning~ @2258 = ~A Wand of Monster Summoning teleports an array of monsters to the wielder's side, placing them under his or her complete control. As the controller wearies from this exertion, the monsters slowly disappear. This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires, or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. The Wand of Monster Summoning can only be used a limited number of times before crumbling into a pile of dust. STATISTICS: Special Abilities (consumes charges): Summon 12 HD of monsters Requires: 14 Intelligence Usable By: Bard Mage~ @2259 = ~Wand of the Heavens~ @2260 = ~When used, this wand will cause a pillar of flame to shoot from the sky and strike the target of the invoker. The flames will deal 9D6 fire damage to the target unless the target makes a save vs. wands at a -3 penalty, in which case the target will take half damage. The wand has a limited amount of charges, and will be destroyed when they are all used. STATISTICS: Special Abilities (consume charges): Column of Fire Requires: 9 Intelligence, 13 Wisdom Usable By: Cleric Druid~ @2261 = ~Rod of Wonder~ @2262 = ~Only those with a gambling streak dare use this rod 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 recipient's reaction is not known, though Malimak relocated shortly thereafter. It should be used with caution, or not at all. Almost any class of character of moderate intelligence can learn how to use this rod. STATISTICS: Special Abilities (consumes charges): Random effects Requires: 10 Intelligence Not Usable By: Wizard Slayer~ @2263 = ~Wand of Cloudkill~ @2264 = ~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 within 5 to 6 HD must make a saving throw vs wands at -4 penalty or be slain. Creatures with greater than 6 HD simply take 1-10 poison damage for every round that they remain within the cloud. The cloud will dissipate after approximately 1 turn. Like all wands, the Wand of Cloudkill can only be used a limited number of times before it is destroyed. STATISTICS: Special Abilities (consumes charges): Cloudkill Requires: 14 Intelligence Usable By: Bard Mage~ @2265 = ~Wand of Spell Striking~ @2266 = ~Ironically, these wands are both prized and hated by wizards. They can tear down an enemy mage's defenses, but of course every mage knows the wands can also be turned against themselves. Like all wands, the Wand of Spell Striking can only be used a limited number of times before it is destroyed. STATISTICS: Special Abilities (consume charges): Breach Pierce Magic Requires: 15 Intelligence Usable By: Mage Bard~ @2267 = ~Wand of Cursing~ @2268 = ~This wand instantly afflicts targets with blindness and deafness, and renders them mute for 1 turn unless a successful save vs. wands at -2 penalty is made. But perhaps the most dangerous aspect of this terrible device is that almost anyone can use it. Like all wands, the Wand of Cursing can only be used a limited number of times before it is destroyed. STATISTICS: Special Abilities (consume charges): Blindness, Deafness, and Silence Requires: 12 Intelligence Usable By: All~ @2269 = ~Heavy Crossbow~ @2270 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. STATISTICS: Damage: +2 bonus Weight: 8 Speed Factor: 10 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2271 = ~Heavy Crossbow +1~ @2272 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt.~ @2273 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. This crossbow is magical. STATISTICS: THAC0: +1 bonus Damage: +3 bonus Weight: 8 Speed Factor: 9 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2274 = ~Heavy Crossbow of Accuracy +1~ @2275 = ~The Guide A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: Combat Abilities: Accuracy: additional +3 bonus to THAC0 Marksmanship: +10% chance to score critical hits THAC0: +1 bonus Damage: +3 bonus Weight: 8 Speed Factor: 9 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2276 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. Light crossbows not only weigh less than their heavier counterparts, but they fire faster as well. STATISTICS: Weight: 4 Speed Factor: 5 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @2277 = ~Light Crossbow +1~ @2278 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. Light crossbows not only weigh less than their heavier counterparts, but they fire faster as well. This light crossbow has been enchanted. STATISTICS: THAC0: +1 bonus Damage: +1 bonus Weight: 4 Speed Factor: 4 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @2279 = ~Light Crossbow of Speed +1~ @2280 = ~The Army Scythe A short lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of hobgoblins, these unfortunate souls have joined the ancients in anonymity. STATISTICS: Combat Abilities: Rapid Reload: +1 attack per round THAC0: +1 bonus Damage: +1 bonus Weight: 4 Speed Factor: 4 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @2281 = ~Heavy Crossbow +2~ @2282 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. This particular weapon has been enchanted with an aspect of life from the plane of air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal. STATISTICS: THAC0: +2 bonus Damage: +4 bonus Weight: 8 Speed Factor: 8 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2283 = ~Giant Hair Crossbow +3~ @2284 = ~Though hard to verify, it is claimed that the bowstring of this crossbow is made from the hair of a frost giant. Whatever the truth, the weapon is incredibly hard to draw, although its accuracy and subsequent damage are well worth the strain required. STATISTICS: Combat Abilities: Titanic: additional +3 bonus to damage Knockback: target is knocked back unconscious for 1 round (save vs. death neg.) Slow Reload: -1/2 attack per round THAC0: +3 bonus Damage: +5 bonus Weight: 8 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 18 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2285 = ~Light Crossbow +2~ @2286 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. Light crossbows not only weigh less than their heavier counterparts, but they fire faster as well. This magical crossbow is elegant and light in the hand, firing with little recoil. STATISTICS: THAC0: +2 bonus Damage: +2 bonus Weight: 4 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @2287 = ~Necaradan's Crossbow +2~ @2288 = ~This menacing crossbow was once the property of Necaradan, the most feared hit man of the Dying Light, an order of assassins known for their stealth, subtlety, and lethal precision. So feared were they, it was said that their victims were, for all practical purposes, dead from the moment the Dying Light accepted the contract to end their lives. Though this crossbow and its owner's fame remain, the Dying Light is but a memory, its membership having succumbed to Time, the ultimate assassin. STATISTICS: Equipped Abilities: Hide In Shadows: +20% bonus Move Silently: +20% bonus Combat Abilities: Sharpshoot: 25% chance per attack that the wielder becomes invisible for 1 round THAC0: +2 bonus Damage: +2 bonus Weight: 4 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @2289 = ~Crossbow of Affliction +4~ @2290 = ~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: Combat Abilities: Affliction: wielder's strength is reduced to 90% for 4 rounds Diseasing: target suffers 2 damage each round for 4 rounds THAC0: +4 bonus Damage: +6 bonus Weight: 8 Speed Factor: 6 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2291 = ~Heavy Crossbow of Searing +2~ @2292 = ~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: Combat Abilities: Flaming: creatures struck suffer 1D4 fire damage THAC0: +2 bonus Damage: +4 bonus Weight: 8 Speed Factor: 8 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2293 = ~Firetooth +4~ @2294 = ~A human adventurer from the Dalelands named Arioth Cooper used this crossbow on many of his journeys. Arioth had lived in a small community near the edge of Anauroch, the great desert. When a mysterious force emerged from the sands to destroy the village, Arioth's wife was killed. Through circumstance, Arioth became a wandering mercenary. Over time, Arioth became a great hero and champion for the innocents of Cormyr and the Dalelands, though he shied away from such praise. His worn, light crossbow was probably the secret of his many successes, though how he came in possession of such a powerful tool is not known. When Arioth died of old age, his wishes were that his equipment be sold off at an auction in Essembra, Battledale, and the proceeds given to the citizens of that village. One of the most powerful crossbows in the realms, Firetooth has no need for ammunition, as it automatically launches magical bolts of fire. Note: requires no ammunition, but normal bolts cannot be fired with this crossbow. Fire Bolts are considered to be of +4 enchantment when determining what they can hit. STATISTICS: Combat Abilities: Fire Bolts: creatures struck suffer 2D4 fire damage (save vs. breath half) THAC0: +4 bonus Damage: 1D8 + 4 Weight: 4 Speed Factor: 1 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @2295 = ~Firetooth +5~ @2296 = ~A human adventurer from the Dalelands named Arioth Cooper used this crossbow on many of his journeys. Arioth had lived in a small community near the edge of Anauroch, the great desert. When a mysterious force emerged from the sands to destroy the village, Arioth's wife was killed. Through circumstance, Arioth became a wandering mercenary. Over time, Arioth became a great hero and champion for the innocents of Cormyr and the Dalelands, though he shied away from such praise. His worn, light crossbow was probably the secret of his many successes, though how he came in possession of such a powerful tool is not known. When Arioth died of old age, his wishes were that his equipment be sold off at an auction in Essembra, Battledale, and the proceeds given to the citizens of that village. The magical bowstring of Gond makes even the Firetooth Crossbow's enchanted missiles more accurate and more powerful. Note: requires no ammunition, but normal bolts cannot be fired with this crossbow. Fire Bolts are considered to be of +5 enchantment when determining what they can hit. STATISTICS: Combat Abilities: Fire Bolts: target and opponents within 5' suffer 2D6 fire damage (save vs. breath half) THAC0: +5 bonus Damage: 1D8 + 5 Damage type: missile Weight: 4 Speed Factor: 0 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ @2297 = ~Heavy Crossbow +3~ @2298 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. This particular weapon has been enchanted with an aspect of life from the plane of air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal. STATISTICS: THAC0: +3 bonus Damage: +5 bonus Weight: 8 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2299 = ~Light Crossbow +3~ @2300 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. Light crossbows not only weigh less than their heavier counterparts, but they fire faster as well. This magical crossbow is elegant and light in the hand, firing with little recoil. STATISTICS: THAC0: +3 bonus Damage: +3 bonus Weight: 4 Speed Factor: 2 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Cleric Druid Mage Monk Kensai Cavalier~ /*-------27/09/08 Flail of Ages +1/+2 variations-------*/ @2301 = ~Flail of Ages +2~ @2302 = ~This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Combat Abilities (20% chance each): Cold Head: 1D3 cold damage, slow target for 3 rounds Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 10 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @2303 = ~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: Combat Abilities (20% chance each): Cold Head: 1D3 cold damage, slow target for 3 rounds Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 10 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @2304 = ~This two-headed flail causes fire and acid damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Combat Abilities (20% chance each): Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 10 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @2305 = ~Flail of Ages +1~ @2306 = ~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: Combat Abilities (20% chance each): Cold Head: 1D3 cold damage, slow target for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @2307 = ~This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Combat Abilities (20% chance each): Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ @2308 = ~This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Combat Abilities (20% chance each): Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Monk Thief Beast Master~ /*-------29/09/08 Wong Fei's Ioun Stone-------*/ @2309 = ~Wong Fei's Ioun Stone~ @2310 = ~This Ioun Stone was said to be a gift given to the Shou-ling monk, Wong Fei Hung, by the Kara-Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the Ioun Stone upon him. The stone disappeared when Wong Fei died. STATISTICS: Equipped Abilities: Immunity to confusion and feeblemindness Regeneration: 1 hp/round Armor Class Bonus: 1 Protects Against Critical Hits Usable By: Fighter Monk~ /*-------V2 added items-------*/ @2311 = ~Throwing Axe +1~ @2312 = ~This throwing axe has not only been finely balanced for use as a missile weapon, but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made THAC0: +1 bonus Damage: 1D6 + 2 Damage type (melee): slashing Damage type (thrown): missile Weight: 3 Speed Factor: 3 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2313 = ~Defender of Easthaven +2~ @2314 = ~Flurry's End This flail was created a century ago to commemorate the defeat of the demon Belhifet. It was meant to remain within the town of Easthaven to remind the people of the great evil that had barely been defeated, but it was stolen, only to reappear years later on the northernmost reaches of the Sword Coast, in the City of Sails. For a brief but bloody time, the fighting pits of Luskan were home to a particularly vicious halfling who called herself "Flurry." Though her opponents were swift to underestimate her, they were quickly surprised by the speed of her attacks and the effectiveness of her strikes. As her reputation grew, Flurry grew reckless, allowing her opponents one free hit on her small frame - showing off to the crowd that she seemed to be unharmed by the blow - before viciously bludgeoning her opponent to death. In the end, it was Flurry's own ego that did her in: in a match where her speed and cunning could have bested her adversary easily, the free hit she allowed him with his scythe proved to be more effective than she had planned, and send her head tumbling into the dust. STATISTICS: Equipped Abilities: Armor Class: +1 bonus Maximum Hit Points: +10 bonus Combat Abilities: Cleaving: 20% chance with each successful hit to gain one extra attack in the next round THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 10 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @2315 = ~Flail of Submission +2~ @2316 = ~Once wielded by the most feared of Thayan slavemasters, the Flail of Submission was used to discipline only the most dangerous of slaves. Though often other slavers warned of keeping such a powerful weapon in such close proximity to those it was meant to dominate, the warning was not heeded until a yound slave named Zarine managed to woo it from a careless master's hand, allowing her to slay him with it and escape. The Red Wizards themselves demanded ownership of the weapon after that, fearing what might have become had Zarine taken the weapon with her... or had attempted to free more slaves with it as well. STATISTICS: Combat Abilities: Domineering: 50% chance target suffers a -2 penalty to AC and THAC0 for 5 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 10 Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief Monk Beast Master~ @2317 = ~Sword of Balduran +2~ @2318 = ~Balduran, a legendary seafaring explorer, was the first native of Faerūn to set foot on the lands known as Anchorome and made the trek up to Sossal. He returned full of tales and vast wealth, and put forth a large sum of money to protect his sparsely-settled home harbor town. Then he set sail of Anchorome again and has never been seen again. His money was well spent on the wall though, and that small town soon grew into the city of Baldur's Gate. This ornate but poorly balanced weapon was found beside Balduran's remains, and like most of his equipment, it holds powerful enchantments. STATISTICS: Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Silver Blade: additional +4 bonus to damage against lycanthropes and vampires THAC0: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 6 Speed Factor: 6 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ /*-------new strings for V3-------*/ @2319 = ~Necklace~ @2321 = ~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.~ @2320 = ~Amulet of Health~ @2322 = ~When Jacin Maltis, a petty lord in Sembia, paid for the crafting of an amulet to increase his health, he expected a tasteful necklace with a small, but precious gem mounted in it. When he placed the necklace around his neck and the diamond turned a gaudy blood red, he refused to pay the wizard who created it. The wizard simply smiled, and loosed a spell that instantly destroyed the noble. Copies of this amulet were found circulating months later in the distant city of Waterdeep. STATISTICS: Equipped Abilities: Maximum Hit Points: +10 bonus Not Usable By: Wizard Slayer~ @2323 = ~Arrow of Slaying +1~ @2324 = ~This arrow is twisted and black, and almost radiating evil, as if possessed by something larger than itself. It was made specifically to kill creatures of the Material Plane, and its power doesn't seem to work on outsiders, elementals or undead creatures. STATISTICS: Combat Abilities: Slaying: target dies (save vs. death neg.) THAC0: +1 bonus Damage: 1D6 Damage type: missile Weight: 0 Launcher: Bow~ @2325 = ~Throwing Axe +2~ @2326 = ~This throwing axe has not only been finely balanced for use as a missile weapon, but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 1D6 + 3 Damage type (melee): slashing Damage type (thrown): missile Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2327 = ~Bolt of Polymorphing +1~ @2328 = ~This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target may be transformed into a squirrel. STATISTICS: Combat Abilities: Polymorphing: target turns into a squirrel (save vs. polymorph neg.) THAC0: +1 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @2329 = ~Flasher Master Bruiser Mate +1~ @2330 = ~This is the ammunition for Jan's crossbow (the Flasher Master Bruiser). The skulls are filled with a special powder that does a little bit of damage and has a chance to stun an opponent. STATISTICS Combat Abilities: Stunning: target is stunned for 2 rounds (save vs. spell neg.) THAC0: +1 bonus Damage: 1D2 + 1 Damage type: missile Weight: 0 Launcher: Crossbow~ @2331 = ~Blessed Bolt +3~ @2332 = ~This is a crossbow bolt that has been permanently enchanted with a powerful blessing. The enchantment will remain until it is fired out of a crossbow, at which time the magic will fade. STATISTICS: Combat Abilities: Blessed: additional +2 bonus to THAC0 and damage against evil extra-planar beings and undead creatures THAC0: +3 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @2333 = ~Spider's Boots of Stealth~ @2334 = ~Spider's Legs Spider was the nickname of an infamous half-elf thief who frequented the city of Athkatla. No one knew his real name, origin, or anything else about him, which was precisely the way the thief wanted it. Spider was a loner, never forming close relationships with the other Shadow Thief guild members. There could be no doubt that he was one of the finest and most successful burglars in living memory, and his loyalty to the guild was never in question. Still, many in the guild considered him a malevolent menace. He was openly, undeniably evil. That fact, and his appearance and dress, led to rumors that he worshipped Lolth, the Spider Queen. Spider was obsessed with his alias and nickname, and very flamboyant when on a caper. His face was tattooed with a web pattern, and much of his clothing was embroidered with similar motifs. His boots and cloak were known to be enchanted, and speculation was rife as to whether the items he supposedly found in his travels had subsequently shaped his personality and tastes. It was known that he had at least three additional pairs of the enchanted boots made so that one pair would always be clean. STATISTICS: Equipped Abilities: Move Silently: +20% bonus Hide in Shadows: +15% bonus Immunity to web effects Weight: 2 Usable By: Thief Ranger Monk~ @2335 = ~Boots of Lightning Speed~ @2336 = ~These modified boots of speed were originally intended to boost the wearer's speed rating even more so than would normal boots of speed. When used, the wearer's movement rate increases as if under the effect of normal boots of speed combined with a haste spell. Unfortunately, the wearer cannot attack, and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nick-name is 'Heel of the Coward,' for that summarizes their most obvious use: running away. STATISTICS: Equipped Abilities: Blinding Speed: wearer moves at triple move speed, but is unable to attack or cast spells Weight: 2 Usable By: All~ @2337 = ~Gauntlets of Might~ @2338 = ~Elander's Gloves of Fumbling These gauntlets have been crafted by the wizard Elander as an homage to Shaddack, a popular warrior whom Elander held in the highest esteem. Rumors among other mages indicate that such genuine admiration has often been on the verge of turning into slight jealousy. STATISTICS: *CURSED* Equipped Abilities: THAC0: -4 penalty Strength: +3 bonus Dexterity: -2 penalty Weight: 1 Not Usable By: Kensai Wizard Slayer~ @2339 = ~Bracers of Speed~ @2340 = ~The origin of these bracers is said to be the underdark. Such items have sometimes been donated by the Drow nobility as fair recompensation to those who offered their services to support their cause. Once worn, they come as a significant help in battle granting an almost unsustainable speed to attacks, and will definitely remind the wearer of the long enduring gratitude of its creators. Some of these generous drows find it amusing to then conjure a horde of small mutated spiders... STATISTICS: *CURSED* Equipped Abilities: THAC0: -4 penalty Attacks per Round: +1 bonus Exhausting: each hit has 5% chance to make the wearer fatigued for 5 rounds Weight: 1 Not Usable by: Kensai Wizard Slayer~ @2341 = ~Bruenor's Waraxe +3~ @2342 = ~This finely crafted mithral keen dwarven waraxe has dwarven runes inlaid along both sides of the blade, and is the personal axe of Bruenor Battlehammer. It has a formidable single-edged blade, and handles with the efficiency of a hand axe despite its size. STATISTICS: Combat Abilities: Keen: +5% chance to score critical hits THAC0: +3 bonus Damage: 1D10 + 3 Damage type: slashing Weight: 3 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Cleric Druid Mage Thief Monk Beast Master~ @2343 = ~Taulmaril +3~ @2344 = ~A gift from Lady Anariel to Clan Battlehammer, this beautifully crafted force elven bow is made of polished wood. Arrows fired from this bow emit a powerful jolt of magical force which deals additional force damage on a successful hit. If the arrow strikes a target protected by a force effect, such as a Shield spell, it dispels the force effect in addition to damaging the target. Cattie-brie's Quiver of Anariel grants to Taulmaril an infinite amount of highly enchanted ammo. Note: requires no ammunition, but normal arrows cannot be fired with this bow. Quiver of Anariel's arrows are considered to be of +3 enchantment when determining what they can hit STATISTICS: Equipped Abilities: Elvencraft: +4 bonus to AC (none vs. missile) Combat Abilities: Infuse Energy: creatures struck suffer 1D6 magic damage Pierce Force Shield: dispels Mage Armor, Shield and Armor of Faith on hit THAC0: +4 bonus Damage: 1D6 Weight: 3 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Cleric Druid Mage Thief Monk Kensai Cavalier~ @2345 = ~Robe of Acid Resistance~ @2346 = ~Though seen with less frequency than most other mage robes, those of Acid Resistance can still be quite useful. Protective garments such as this one are usually made by a wizard to protect a clumsy assistant or by an alchemist working on the strangest of potions. As with others of its type, however, its use is restricted to students of the arcane. STATISTICS: Equipped Abilities: Acid Resistance: +40% Weight: 3 Usable By: Mage~ @2347 = ~Robe of the Apprenti~ @2348 = ~This robe was created by your apprentices, working busily away within the Planar Sphere. STATISTICS: Equipped Abilities: Intelligence: +1 bonus Memorize one extra spell of each level from 1st to 4th Weight: 3 Usable By: Mage~ @2349 = ~Heart of the Golem +2~ @2350 = ~There are no records of this weapon's creator; nevertheless, its existence can be traced back among thieves and murderers to the time before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history. STATISTICS: Equipped Abilities: Armor Class: +1 bonus THAC0: +2 bonus Damage: 1D4 + 2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @2351 = ~Soultaker Dagger~ @2352 = ~This dagger weighs heavily in your hand, and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illumination and still be so deathly black at its core, you do not know. STATISTICS: Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @2353 = ~Shadow Thief Dagger~ @2354 = ~This is the typical dagger used by Shadow Thieves of Amn. The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of the region. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast and beyond. As a member of a Shadow Thieves' guild, a shadow thief of Amn knows only their own minions, their coworkers, and their superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. STATISTICS: Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @2355 = ~Life Stealer +4~ @2356 = ~Jeweled Dagger This emerald-studded dagger is Entreri's signature weapon, and is the most recognized and feared weapon in Calimport. With a single strike, this magical weapon can suck the life force of the victim and transfer it to heal the wielder. STATISTICS: Combat Abilities: Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +4 bonus Damage: 1D4 + 4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric Beast Master~ @2357 = ~Malla's Soul Stone~ @2358 = ~The small star sapphire gem that holds the soul of the innocent young woman, Malla, has the magical ability to float about the forehead and act as an ioun stone of considerable power. Only those of little conscience would consider using this device, however. STATISTICS: Equipped Abilities: Immunity to poison effects Maximum Hit Points: +10 bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 1 Not Usable By: Good~ @2359 = ~Paralytic Bolt +1~ @2360 = ~Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. Bolts coated in this poison are aften used by sahaugins. STATISTICS: Combat Abilities: Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +1 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @2361 = ~Kuo-Toa Bolt +1~ @2362 = ~This slender bolt is coated with a special poison, developed by Kuo-Toa alchemists, which can quickly paralyze any living creature. STATISTICS: Combat Abilities: Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +1 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @2363 = ~Kuo-Toa Bolt +2~ @2364 = ~This slender bolt is coated with a special poison, developed by Kuo-Toa alchemists, which can quickly paralyze any living creature. STATISTICS: Combat Abilities: Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +2 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @2365 = ~Kuo-Toa Bolt +3~ @2366 = ~This slender bolt is coated with a special poison, developed by Kuo-Toa alchemists, which can quickly paralyze any living creature. STATISTICS: Combat Abilities: Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +3 bonus Damage: 1D8 Damage type: missile Weight: 0 Launcher: Crossbow~ @2367 = ~Studded Leather Armor +3~ @2368 = ~This armor is the standard armor given out to griffin riders and other elite warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it. STATISTICS: Armor Class: 4 Weight: 20 Requires: 6 Strength Not Usable By: Mage Kensai Monk Avenger Shapeshifter~ @2369 = ~Horned Helm of the Rock~ @2370 = ~Full Plate Mail +3~ @2371 = ~Ring of Clumsiness~ @2372 = ~The Jester's Folly The most notorious owner of this ring made a substantial living exploiting its 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 only once the stooge had promised no reprisals for the treatment he had received, although 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: *CURSED* Equipped Abilities: Strength: -1 penalty Dexterity: +3 bonus Constitution: -2 penalty Weight: 1 Not Usable By: Wizard Slayer~ @2373 = ~Ring of Folly~ @2374 = ~Discipliner Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled, and most egotistical, students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher. STATISTICS: *CURSED* Equipped Abilities: Casting Speed: +1 bonus Wild Magic: all spells cast by the wearer are affected by wild surges Weight: 1 Not Usable By: Wizard Slayer~ @2375 = ~Protection from Alterations~ @2376 = ~A Protection from Alterations scroll offers protection to the reader from most transmutation attacks, such as slow, polymorph, disintegration and petrification. The effect is not permanent, however, and will wear off after 10 turns. Requires: 9 Intelligence Not Usable By: Wizard Slayer~ @2377 = ~Sling of Seeking +1~ @2378 = ~The gnomes who invented this device weren't known for courage, but their tale was heroic just the same. Defending their home against bugbear invaders, the gnomes hurriedly invented a set of slings so accurate they could be fired behind the wielder's back. So prepared, the gnomes taunted their attackers into a chase, and rained stones on them over their shoulders. Though many bugbears were killed, the gnomes were eventually caught and the village destroyed. STATISTICS: Combat Abilities: Seeking: additional +6 bonus to THAC0 THAC0: +1 bonus Damage: +1 bonus Weight: 0 Speed Factor: 5 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: Kensai Cavalier~ @2379 = ~The Vampire's Revenge +3~ @2380 = ~It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday, though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest; but not only in the manner the finder might have hoped. This semi-sentient blade performs as one might think a vampiric blade would, but it was crafted by vampires for their exclusive use, and any living being wielding it will slowly bleed to death in order to feed its unending thirst for blood. Were this not enough, the weapon's will is loyal only to vampires, and it curses anyone else so as to prevent it's removal. STATISTICS: *CURSED* Equipped Abilities: Bloodsucking: living wielders lose 1 hit point every 3 rounds Combat Abilities: Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder 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: Cleric Druid Mage Beast Master~ @2381 = ~Malakar's Companion +2~ @2382 = ~Malakar's Companion belonged to the renowed swordsman Viromoto, a weapon master from the East who fought a hundred duels before finally dying. The keen blade shatters through any opponents's defenses and, as if of its own volition, it will swoop down and deflect the incoming attacks of other weapons. This blade is perfect for the warrior concerned about defense as well as offense but it is so sharp and light that it is difficult for even a master to wield. Viromoto gradually became overconfident and for his final duel he favored a different weapon -- only to fall in battle, his first and only defeat. STATISTICS: Equipped Abilities: Parrying: +1 bonus to AC (none vs. missile) Combat Abilities: Keen: +5% chance to score critical hits THAC0: +2 bonus Damage: 1D8 + 2 Damage type: piercing Weight: 2 Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength, 17 Dexterity Not Usable By: Cleric Druid Mage Beast Master~ /*-------new strings for V3.1-------*/ @2383 = ~Bloodaxe +2~ @2384 = ~It was the Year of Slaughter, 1090 DR, and countless victims lay slain at the Battle of the Bones. Today the site contains layers of dry white bone, but at the time it was all blood and bile, oozing from each shattered corpse and saturating the fallen equipment. No amount of polishing has been able to restore any weapon retrieved from that dread place, or even begin to remove the taint acquired there. STATISTICS: Combat Abilities: Bloodlust: each hit grants the wielder a cumulative +1 bonus to melee damage for 2 rounds THAC0: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 6 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Usable By: Berserker~ @2385 = ~Web Sack~ @2386 = ~When used, this wand shoots forth many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. They cover an area of about 20 feet in radius, and creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Each round that a creature remains in the web, he must make a saving throw vs. breath or be unable to move. The webs will dissipate after approximately 1 turn. Special Abilities (consumes charges): Web Requires: 11 Intelligence Usable By: Bard Mage~ @2387 = ~Rod of Absorption~ @2388 = ~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. Activating this absorption ability takes an instant and the user will be protected for one round or until the absorption disappears. The rod will absorb nine levels of spells and can defend against spells up to ninth level in power. STATISTICS: Special Abilities: Spell Absorption (2x per day) Usable By: Bard Mage~ @2389 = ~Rod of Lordly Might~ @2390 = ~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. STATISTICS: Special Abilities: Paralyze (1x per day): a target within 30' is paralyzed for 5 rounds (save vs. rod at -2 penalty neg.) Fear (1x per day): opponents within 20' flee in terror (save vs. rod neg.) Life Drain (1x per day): 10 hit points are drained from the target and transferred to the wielder Weight: 2 Not Usable By: Wizard Slayer~ @2391 = ~Rod of Resurrection~ @2392 = ~This rod enables anyone to resurrect the dead as if they were a priest of high enough level. No rest is required, as the rod bestows the life giving effects, but each use of the rod expends one charge. With the power to restore life itself, these rods are extremely prized. It is not known if this particular example was created to aid in the good works of a saint or prolong the ills of an overlord, for such rods serve indiscriminately. STATISTICS: Special Abilities: Raise Dead (2x per day) Requires: 11 Wisdom Not Usable By: Wizard Slayer~ @2393 = ~Rod of Terror +3~ @2394 = ~These twisted rods emanate an aura of evil even while inactive, and fill all who gaze upon them with unease. They are capable of projecting a wave of unspeakable horror upon a single foe, filling even the hardiest soul with acute dread, and were certainly created for nefarious use. STATISTICS: Equipped Abilities: Charisma: -2 penalty Combat Abilities: Fearsome: 33% chance target flees in terror for 2 rounds (save vs. spell neg.) Thac0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Club Type: 1-handed Not Usable By: Mage~ @2395 = ~Rod of Reversal~ @2396 = ~These powerful items allow a wielder to quickly dispel the magic of friend or foe alike. Those who hunt spellcasters particularly prize them, although casters themselves are also quick to snatch them up on the open market. STATISTICS: Special Abilities: Reverse Magic (2x per day): removes all magical effects from the target (save vs. rod at -4 penalty neg.) Weight: 2 Not Usable By: Wizard Slayer~ @2397 = ~Wand of the Apprenti~ @2398 = ~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. Requires: 9 Intelligence Usable By: Bard Mage~ /*-------new strings for V4-------*/ @2400 = ~Girdle of Gender~ @2401 = ~The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. *CURSED* Equipped Abilities: Gender Swap Weight: 2 Not Usable By: Wizard Slayer.~ @2402 = ~Moonblade +3~ @2403 = ~This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A Moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade, anyone else who tries will find themselves unable to lift the sword. STATISTICS: Equipped Abilities: Xan wields the moonblade as if it was a long sword but he suffers no penalty for non-proficiency Armor Class: +1 bonus Fire Resistance: +50% bonus THAC0: +3 bonus Damage: 1D8 + 3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Usable By: Xan~ @2404 = ~Shazzellim +1~ @2405 = ~This scimitar seems of rather poor quality but beneath its surface lies great power and evil. Created for the sole purpose of slaying Harpers, Shazzellim is more than capable of that task. With one strike of the blade a bard must make a saving throw vs. spells or die. Crafted by a Red Wizard of Thay, the sword also has the ability to vocalize, which is why it was often given to fighter-mages in the service of the Wizards. Needless to say, possession of this sword would not be looked upon very highly by Harpers. STATISTICS: Equipped Abilities: Vocalize Combat Abilities: Song Slayer: bards that are struck die instantly (save vs. death at -4 penalty neg.) THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Beast Master~ @2406 = ~Claw~ @2407 = ~The Claw of Kazgoroth~ @2408 = ~This appears to be the claw of some great beast, perhaps a dragon of sorts.~ @2409 = ~The origins of Kazgoroth lurk in the past, nearly as distant as those of the goddess Earthmother herself. In the pantheon of the Realms, the Beast is manifested as an aspect of Bhaal that takes the form of anything it wants to and drinks human blood, as well as feasts on human flesh. On the Moonshaes, however, this aspect has a specific purpose: the disruption of the Balance. Little is known about this item, other than that the claw itself was taken from the corpse of the great beast. It has multiple enchantments that all become activated when it is worn, but it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons. STATISTICS: *CURSED* Equipped Abilities: Armor Class: +1 bonus, +4 bonus vs. missiles Saving Throws: +3 bonus vs. breath, polymorph, wands, and spells; -3 penalty vs. death Constitution: -2 penalty Weight: 2 Not Usable By: Paladin Wizard Slayer~ @2410 = ~The Horn~ @2411 = ~The Horn of Kazgoroth~ @2412 = ~This seems to be the horn of some monster. It is blackened and twisted.~ @2413 = ~This horn is thought to be made from one of the tusks of the great beast Kazgoroth. Who imbued it with enchantments is unknown, but it is a very potent item. When blown upon, no sound issues from the horn. Instead, the user of the horn is incased in a globe of power for a short duration. The bubble gives the user partial magic resistance and a bonus to saving throws, as well as partially deflecting incoming missile attacks. The effect only lasts 18 seconds, however, and the horn draws from the life force of the user every time it is used. STATISTICS: Special Abilities: Globe of Power (1x per day): grants the user immunity to 1st and 2nd level spells, a +2 bonus to saving throws, and a +4 bonus to AC vs. missiles Weight: 1 Not Usable By: Cleric Druid Thief~ @2414 = ~Handmaiden's Mace +3~ @2415 = ~This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun. It is made for surface raids by the subterranean race and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like...namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat Abilities: Envenomed: creatures struck by the weapon suffer 1 damage each second for 3 rounds (save vs. poison neg.) Web: 33% chance target is held for 2 rounds (save vs. breath neg.) THAC0: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 7 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 9 Strength Usable By: Drow Cleric~ @2416 = ~Sword of Chaos +4~ @2417 = ~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. Now Sarevok has joined with 's cause and his blade has been restored to him. Sarevok describes the weapon as a Deathbringer blade and has restored some of the weapon's old power. Without his Bhaalspawn essence to channel through the sword, however, it cannot achieve the power it once had. Still, however, it is a formidable weapon...and one that Sarevok warns would become increasingly difficult to wield in the hands of one who was not a Deathbringer, if they could use it at all. STATISTICS: Equipped Abilities: Saving Throws: +2 bonus Combat Abilities: Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +4 bonus Damage: 1D10 + 4 Damage type: slashing Weight: 8 Speed Factor: 6 Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 18 Strength Usable By: Sarevok~ @2418 = ~Ring of Opportunity~ @2419 = ~This ring was given to by Koveras in Candlekeep. Its polished black surface is cold to the touch and engraved with powerful incantations. The ring's design and crafting material suggest western workmanship. On the inside, you see what appears to be a thick figure eight with a slash mark through it. STATISTICS: Equipped Abilities: Luck: +1 bonus (+5% for skills) Not Usable By: Wizard Slayer~ @2420 = ~~ @2421 = ~~ @2422 = ~~ @2423 = ~~ @2424 = ~~ @2425 = ~~ @2426 = ~~ @2427 = ~~ @2428 = ~~ @2429 = ~~ // Tooltips - mostly they're spells' names @4000 = ~Mind Shield~ @4001 = ~Neutralize Poison~ @4002 = ~Spell Deflection~ @4003 = ~Improved Haste~ @4004 = ~Regenerate~ @4005 = ~Protection from Magical Weapons~ @4006 = ~Etherealness~ @4007 = ~Stoneskin~ @4008 = ~Heartseeker~ @4009 = ~Arrow of Dispelling~ @4010 = ~Arrow of Detonation~ @4011 = ~Darkfire Shield~ @4012 = ~Blinding Strike~ @4013 = ~Lay On Hands~ @4014 = ~Resurrection~ @4015 = ~Righteous Magic~ @4016 = ~Prismatic Explosion~ @4017 = ~Cone of Freezing Cold~ @4018 = ~Shapeshift into Werewolf~ @4019 = ~Blinding Beauty~ @4020 = ~Shapeshift into Rat~ @4021 = ~Shapeshift into Mustard Jelly~ @4022 = ~Mantle~ @4023 = ~Black Mist~ @4024 = ~Cloak of Fear~ @4025 = ~Champion's Strength~ @4026 = ~Mass Cure~ @4027 = ~Fireball~ @4028 = ~Prismatic Spray~ @4029 = ~False Dawn~ @4030 = ~Gaze of Death~ @4031 = ~Shapeshift into Troll~ @4032 = ~Improved Invisibility~ @4033 = ~Cloudkill~ @4034 = ~Protection from Missiles~ @4035 = ~Invisibility~ @4036 = ~Limited Wish~ @4037 = ~Conjure Lesser Fire Elemental~ @4038 = ~Fire Shield~ @4039 = ~Conjure Lesser Air Elemental~ @4040 = ~Gaseous Form~ @4041 = ~Conjure Lesser Earth Elemental~ @4042 = ~Stoneskin~ @4043 = ~Charm Person~ @4044 = ~Battering Ram~ @4045 = ~Spell Turning~ @4046 = ~Finger of Death~ @4047 = ~Vampiric Touch~ @4048 = ~Melee~ @4049 = ~Ranged~ @4050 = ~Domination~ @4051 = ~Healing Surge~ @4052 = ~Remove Magic~ @4053 = ~Spell Trap~ @4054 = ~Hold Monster~ @4055 = ~Globe of Invulnerability~ @4056 = ~Lightning Stroke~ @4057 = ~Thunder & Lightning~ @4058 = ~Barkskin~ @4059 = ~Summon Shambling Mound~ @4060 = ~Gust of Wind~ @4061 = ~Earth Grasp~ @4062 = ~Fireball~ @4063 = ~Flame Tongue~ @4064 = ~Mirror Image~ @4065 = ~Haste~ @4066 = ~Sunray~ @4067 = ~Detect Invisibility~ @4068 = ~Batto~ @4069 = ~Lightning Bolt~ @4070 = ~Greater Restoration~ @4071 = ~Draw Upon Holy Might~ @4073 = ~Spectral Blade~ @4074 = ~Dark Swarm~ @4075 = ~Lesser Restoration~ @4076 = ~Dispel Magic~ @4077 = ~Simulacrum~ @4078 = ~Greater Malison~ @4079 = ~Gaze of Despair~ @4080 = ~Spell Absorption~ @4081 = ~Paralyze~ @4082 = ~Cause Fear~ @4083 = ~Life Drain~ @4084 = ~Raise Dead~ @4085 = ~Reverse Magic~