_____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Baldur's Gate II: Shadows of Amn (PC) & Throne of Bhaal (BG2 Expansion, PC) Items Listing _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ January 17, 2005 Version 2.01 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com If emailing me, use this subject: Baldur's Gate II v 2.01 (Emails that don't use this subject will be deleted, avoid using all CAPS) Email Policy: (read before emailing me!) ŻŻŻŻŻŻŻŻŻŻŻŻŻ If you see any mistakes, or have anything that you want to add, please email me. I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the guide, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.gamewinners.com/ This is just an Items listing for the game Baldur's Gate II. I also have a complete FAQ/Walkthrough: http://www.gamefaqs.com/computer/doswin/game/25804.html Items are sorted first by type (Amulets, Armors, etc.), then by item code number (such as AMUL01 or PLAT01). Items that have the exact the description as a previous item are not described. Items that have a redundant description are not described (for example the item "Valygar's Body" has the description of "This is the body of Valygar"). Plot related items from the ORIGINAL Baldur's Gate are not covered. Finally, books are mostly not described. All Throne of Bhaal items are noted as such, either as an entire section of ToB items, or by each individual items. If you do not have Throne of Bhaal installed, then you cannot get these items. If you want to learn how to cheat to create these items, check out my FAQ/Walkthrough at GameFAQs. ------------------------------------------------------------------------------- __________________ Table of Contents: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Quick Item List (just the item codes) Full Item List (Item code plus full description) Amulets Arrows Axes Bags Belts Blunt Weapons (not hammers) Bolts Books Boots Bows Bracers Bullets Chainmails Cloaks & Robes Components for Cespenar (Throne of Bhaal) Crossbows Daggers Darts Drow Items Familiars Halberds Hammers Helmets Icewind Dale Items (from the Preorder CD) Keys Leather Armors Misc Items Plate Mails Plot Items (Throne of Bhaal) Potions Quivers (Throne of Bhaal) Rings Rods Dragon Scales Scrolls Secret Pantaloon Stuff (Throne of Bhaal) Shields Slings Staves Swords Torment Items (from the Collector's Edition) Two Handed Swords Wands Final Words... ------------------------------------------------------------------------------- Quick Item List ------------------------------------------------------------------------------- AMULETS: AMUL01 - Necklace of Missiles AMUL02 - Necklace AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace (3000 gp) AMUL13 - Bloodstone Amulet AMUL14 - Amulet of Protection +1 AMUL15 - Shield Amulet AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) AMUL17 - Greenstone Amulet AMUL18 - Wolfsbane Charm +2 vs Lycanthropes AMUL19 - Amulet of 5% Magic Resistance AMUL20 - Kaligun's Amulet of Magic Resistance AMUL21 - Amulet of Power AMUL22 - Periapt of Proof Against Poison AMUL23 - Periapt of Life Protection AMUL24 - Necklace of Form Stability AMUL25 - Amulet of Spell Warding AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal) AMUL27 - Amulet of Seldarine (Throne of Bhaal) AMUL28 - Amulet of the Master Harper (Throne of Bhaal) ARROWS: AROW01 - Arrow AROW02 - Arrow +1 AROW03 - Arrow of Slaying AROW04 - Acid Arrow AROW05 - Arrow of Biting AROW06 - Arrow of Detonation AROW07 - Arrow or Dispelling AROW08 - Arrow of Fire AROW09 - Arrow of Ice AROW10 - Arrow of Piercing AROW11 - Arrow +2 AROW12 - Arrow of Biting AROW1A - Arrow +2 (different picture) AROW15 - Arrow +3 (Throne of Bhaal) AXES: AX1H01 - Battle Axe AX1H02 - Battle Axe +1 AX1H03 - Battle Axe +2 AX1H04 - Throwing Axe AX1H05 - Throwing Axe +2 AX1H06 - Throwing Axe +2 AX1H07 - Bala's Axe (miscast magic) AX1H08 - Hangard's Axe +2 AX1H09 - Rifthome Axe +3 (thrown) AX1H10 - Azuredge Axe +3 AX1H11 - Battle Axe +2 AX1H12 - Battle Axe +3, Stonefire AX1H13 - Battle Axe +3, Frostreaver AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal) AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal) AX1H16 - K'logarath +4 (Throne of Bhaal) AX1H17 - Battle Axe +3 (Throne of Bhaal) BAGS: BAG02 - Gem Bag (BAG02B-BAG02I also work) BAG03 - Scroll Case (BAG03B-BAG03I also work) BAG04 - Bag of Holding BAG05 - Ammo Belt (Throne of Bhaal) BAG06 - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work) BAG19 - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work) BAG20 to BAG31 - Bag of Holding (Throne of Bhaal) BELTS: BELT01 - Girdle BELT02 - Golden Girdle BELT03 - Girdle of Bluntness BELT04 - Girdle of Piercing BELT05 - Girdle of Masculinity/Femininity BELT06 - Girdle of Hill Giant Strength (19 STR) BELT07 - Girdle of Stone Giant Strength (20 STR) BELT08 - Girdle of Frost Giant Strength (21 STR) BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours) BELT10 - Belt of Inertial Barrier (resist damage) BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal, 22 STR) MEL01 - Imoen's Belt BLUNT WEAPONS: BLUN01 - Club BLUN02 - Flail BLUN03 - Flail +1 BLUN04 - Mace BLUN05 - Mace +1 BLUN06 - Morning Star BLUN07 - Morning Star +1 BLUN08 - Flail BLUN09 - Kiel's Morningstar BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures BLUN11 - Mace BLUN12 - Mace of Disruption +1 BLUN13 - Flail +2 BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold) BLUN14A - Flail Head (Cold) BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) BLUN14E - Flail of Ages (Acid + Cold) BLUN14F - Flail of Ages (Fire + Acid) BLUN14G - Flail of Ages (Cold) BLUN14H - Flail of Ages (Fire) BLUN14I - Flail of Ages (Acid) BLUN15 - Morning Star +2 BLUN16 - Morningstar + 2: The Sleeper BLUN17 - Morningstar +2: Wyvern's Tail BLUN18 - Mace +3: Skullcrusher BLUN19 - Mace +2: Mauler's Arm BLUN20 - Mace +1: Ardulia's Fall BLUN21 - Mace +2 BLUN22 - Club +3, Blackblood BLUN23 - Bone Club +2, +3 vs. Undead BLUN24 - Club +2, Gnasher BLUN25 - Mace of Disruption +2 BLUN26 - Club of Detonation +3 (Throne of Bhaal) BLUN27 - Club of Detonation +5 (Throne of Bhaal) BLUN28 - Storm Star +3 (Throne of Bhaal) BLUN29 - Storm Star +5 (Throne of Bhaal) BLUN30 - Flail of Ages +5 (Throne of Bhaal) BLUN30A - Flail Head (Poison) (Throne of Bhaal) BLUN30B - Flail Head (Electric) (Throne of Bhaal) BLUN30C - Flail of Ages +4 (Throne of Bhaal) BLUN30D - Flail of Ages +4 (Throne of Bhaal) BLUN31 - Club +3 (Throne of Bhaal) BLUN32 - Flail +3 (Throne of Bhaal) BLUN33 - Mace +3 (Throne of Bhaal) BLUN34 - Morning Star +3 (Throne of Bhaal) BLUN35 - Ice Star +4 (Throne of Bhaal) BOLTS: BOLT01 - Bolt BOLT02 - Bolt +1 BOLT03 - Bolt of Lightning BOLT04 - Bolt of Biting BOLT05 - Bolt of Polymorphing BOLT06 - Bolt +2 BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) BOLT08 - Blessed Bolt BOLT09 - Bolt +3 (Throne of Bhaal) BOOKS: BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Manual of Bodily Health +1 Con BOOK04 - Manual of Gainful Exercise +1 Str BOOK05 - Manual of Quickness of Action +1 Dex BOOK06 - Tome of Clear Thought +1 Int BOOK07 - Tome of Leadership and Influence +1 Chr BOOK08 - Tome of Understanding +1 Wis BOOK09 - Normal Book BOOK10 | - miscellaneous Histories BOOK67 BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must be Identified) BOOK70 - Yago's Book of Curses BOOK71 | - miscellaneous Dusty Books BOOK86 BOOK87 - Balduran's Log Book BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir BOOK89 - The Book of Kaza BOOK90 - Golem Building Book BOOK91 - Tome of Amaunator BOOK92 - Merella's Journal BOOK93 - Orcish Cookbook BOOK94 - The Vapiricus Omnibus: Unabridged BOOK95 - Dea Vampir Becomos BOOK96 - Conjur Ota Servanta BOOK97 - Lellyn's Journal BOOK98 - Book of King Strohm III HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal) BOOTS: BOOT01 - Boots of Speed BOOT02 - Boots of Stealth BOOT03 - Boots of the North BOOT04 - Boots of Avoidance BOOT05 - Boots of Grounding BOOT06 - Worn Out Boots BOOT07 - Boots of Elvenkind BOOT08 - Boots of Phasing BOOT09 - Boots BOOT10 - Boots of Lightning Speed (double haste) BOOT11 - Boots of Etherealness BOOT12 - Gargoyle Boots (Throne of Bhaal) BOOTDRIZ - Drizzt's Boots of Speed BOWS: BOW01 - Composite Long Bow BOW02 - Composite Long Bow +1 BOW03 - Long Bow BOW04 - Long Bow +1 BOW05 - Short Bow BOW06 - Short Bow +1 BOW07 - Long Bow of Marksmanship BOW08 - Eagle Bow (Short Bow +2) BOW09 - Ripper +2 BOW10 - Heartseeker +3 BOW11 - Strong Arm +2 BOW12 - Elven Court Bow +3 BOW13 - Mana Bow +4 BOW14 - Tuigan Short Bow +1 BOW15 - Tansheron's Short Bow +3 (needs no ammo) BOW16 - Composite Long Bow +2 BOW17 - Long Bow +2 BOW18 - Short Bow +2 BOW19 - Short Bow of Gesen (needs no ammo) BOW19A - Gesen Bow Shaft BOW19B - Gesen Bow String BOW20 - Darkfire Bow +4 (Throne of Bhaal) BOW21 - Darkfire Bow +5 (Throne of Bhaal) BOW22 - Taralash +4 (Throne of Bhaal) BOW23 - Taralash +5 (Throne of Bhaal) BOW24 - Composite Long Bow +3 (Throne of Bhaal) BOW25 - Long Bow +3 (Throne of Bhaal) BOW26 - Short Bow +3 (Throne of Bhaal) BOW99 - Eagle Bow (short bow +2) NPBOW - Bow of Arvoreen (Mazzy) BRACERS: BRAC01 - Bracers of Defense AC 8 BRAC02 - Bracers of Defense AC 7 BRAC03 - Bracers of Defense AC 6 BRAC04 - Bracers of Archery BRAC05 - Bracers BRAC06 - Gauntlets of Ogre Power BRAC07 - Gauntlets of Dexterity BRAC08 - Gauntlets of Fumbling BRAC09 - Gauntlets of Weapon Skill BRAC10 - Gauntlets of Weapon Expertise BRAC11 - Bracers of Binding (cursed item) BRAC12 - Bracers BRAC13 - Bracers of Defense AC 5 BRAC14 - Bracers of Defense AC 4 BRAC15 - Bracers of Defense AC 3 BRAC16 - Bracers of Blinding Strike (improved haste once a day) BRAC17 - Gloves of Pick Pocketing BRAC18 - Gloves of Missile Snaring BRAC19 - Gauntlets of Crushing (extra fist damage) BRAC20 - Gloves of Healing BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal) BRAC22 - Paladin's Bracers (Throne of Bhaal) BRAC23 - Blessed Bracers (Throne of Bhaal) BRAC24 - Bard's Gloves (Throne of Bhaal) BRAC25 - Wondrous Gloves (Throne of Bhaal) BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal) BULLETS: BULL01 - Bullet BULL02 - Bullet +1 BULL03 - Bullet +2 BULL04 - Sunstone Bullet +1 BULL05 - Bullet +3 (Throne of Bhaal) BULL06 - Bullet +4 (Throne of Bhaal) CHAINMAILS: CHAN01 - Chainmail CHAN02 - Chainmail +1 CHAN03 - Chainmail +2 CHAN04 - Splint Mail CHAN05 - Splint Mail +1 CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail) CHAN07 - Chain Mail +3 CHAN08 - Chain Mail +2 CHAN09 - Darkmail +3 CHAN10 - Jester's Chain +4 CHAN11 - Crimson Chain +5 CHAN12 - Elven Chain Mail CHAN13 - Elven Chain +1 CHAN14 - Sylvan Chain +2 CHAN15 - Melodic Chain +3 CHAN16 - Bladesinger Chain +4 CHAN17 - Ashen Scales +2 CHAN18 - Armor of Faith +3 CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal) CHAN20 - White Dragon Scale (Throne of Bhaal) CHAN21 - Chain Mail +3 (Throne of Bhaal) NPCHAN - Corthala Family Armor CLOAKS & ROBES: CLCK01 - Cloak of Protection +1 CLCK02 - Cloak of Protection +2 CLCK03 - Cloak of Displacement CLCK04 - Cloak of the Wolf CLCK05 - Cloak of Balduran CLCK06 - Cloak of Non-Detection CLCK07 - Nymph Cloak CLCK08 - Algernon's Cloak CLCK09 - Mage Robe of Cold Resistance CLCK10 - Mage Robe of Fire Resistance CLCK11 - Mage Robe of Electrical Resistance CLCK12 - Knave's Robe CLCK13 - Traveller's Robe CLCK14 - Adventurer's Robe CLCK15 - Robe of the Good Archmagi CLCK16 - Robe of the Neutral Archmagi CLCK17 - Robe of the Evil Archmagi CLCK18 - Knave's Robe CLCK19 - Robe of the Good Archmagi CLCK20 - Cloak of the Shield CLCK21 - Holy cloak CLCK22 - Shandalar's cloak CLCK23 - Cloak of Elvenkind (hide in shadows bonus) CLCK24 - Cloak of Reflection CLCK25 - Cloak of the Stars CLCK26 - Cloak of Mirroring CLCK27 - Cloak of the Sewers (AC +1) CLCK28 - Shadow Thief Cloak CLCK29 - Robe of the Apprenti CLCK30 - Cloak of Bravery CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal) CLCK32 - Montolio's Cloak (Throne of Bhaal) NPARM - Jansen AdventureWear NPCLCK - Cloak of the High Forest (Cernd) COMPONENTS FOR CESPENAR (Throne of Bhaal): COMPON01 - Liquid Mercury COMPON02 - Eye of Tyr COMPON03 - Fflar's Scabbard COMPON04 - Baalor's Claw COMPON05 - Roranach's Horn (also a working helmet) COMPON06 - Skull of the Lich COMPON07 - Hindo's Hand COMPON08 - Starfall Ore COMPON09 - Rune of Clangeddin COMPON10 - Bowstring of Gond COMPON11 - Montolio's Clasp COMPON12 - Horn (left) COMPON13 - Horn (right) COMPON14 - Nymph's Tear COMPON15 - Heart of the Damned COMPON16 - Montolio's Cloak COMPON17 - Circlet of Netheril COMPON18 - White Dragon Scales COMPON19 - Blue Dragon Scales TOME01 - Golem Manual TOME02 - Clay Golem Manual TOME02A - Clay Golem Page TOME03 - Stone Golem Manual TOME03A - Stone Golem Page TOME04 - Juggernaut Golem Manual TOME04A - Juggernaut Golem Page CROSSBOWS: XBOW01 - Heavy Crossbow XBOW02 - Heavy Crossbow +1 XBOW03 - Heavy Crossbow of Accuracy XBOW04 - Light Crossbow XBOW05 - Light Crossbow +1 XBOW06 - Light Crossbow of Speed XBOW07 - Heavy Crossbow +2 XBOW08 - Giant Hair Crossbow +3 XBOW09 - Light Crossbow +2 XBOW10 - Necaradan's Crossbow +3 XBOW12 - Flasher Launcher XBOW13 - Crossbow of Affliction +4 XBOW14 - Heavy Crossbow of Searing +1 XBOW15 - Firetooth +4 (Throne of Bhaal) XBOW16 - Firetooth +5 (Throne of Bhaal) XBOW17 - Heavy Crossbow +3 (Throne of Bhaal) XBOW18 - Light Crossbow +3 (Throne of Bhaal) DAGGERS: DAGG01 - Dagger DAGG02 - Dagger +1 DAGG03 - Dagger +2 DAGG04 - Dagger +2, Longtooth DAGG05 - Throwing Dagger DAGG06 - Nester's Dagger DAGG07 - Kylee's Dagger DAGG08 - Hentold's Dagger DAGG09 - Silver dagger - Werebane DAGG10 - Soultaker Dagger DAGG11 - Boomerang Dagger +2 (thrown, returns) DAGG12 - Dagger of Throwing +3 Firetooth DAGG13 - Pixie Prick +3 DAGG14 - Dagger +4: 'BoneBlade' DAGG15 - Dagger +2 DAGG16 - Poisoned Throwing Dagger DAGG17 - Stiletto of Demarchess +2 DAGG18 - Shadow Thief Dagger DAGG19 - Dagger of DAGG20 - Dagger +4, Life-Stealer DAGG21 - Dagger of the Star +4 (Throne of Bhaal) DAGG22 - Dagger of the Star +5 (Throne of Bhaal) DAGG23 - Ixil's Spike (Throne of Bhaal) DAGG24 - Dagger +3 (Throne of Bhaal) NEBDAG - Neb's Nasty Cutter MISC75 - Dagger of Venom DARTS: DART01 - Dart DART02 - Dart +1 DART03 - Dart of Stunning DART04 - Dart of Wounding DART05 - Asp's Nest (poison) DART06 - Giant Rock DART08 - Crimson Dart +3 (Throne of Bhaal) STARDART - Darts +5 (lasts for 4 hours) DROW ITEMS: DWBLUN01 - Drow Flail +3 DWBOLT01 - Drow Bolt of Sleep DWBOLT02 - Drow Bolt of Stunning DWBOLT03 - Drow Bolt +1 DWCHAN01 - Drow Elven Chain +3 DWCHAN02 - Drow Adamantine Chain +5 DWCLCK01 - Drow Piwafwi Cloak DWDUST - Adamantine Dust DWHALB01 - Drow Halberd +3 DWPLAT01 - Drow Full Plate +5 DWSHLD01 - Drow Shield +3 DWSPER01 - Drow Lance +3 DWSW1H01 - Drow Scimitar +3 DWSW1H02 - Drow Longsword +3 DWXBOW01 - Drow Crossbow of Speed FAMILIARS: FAMCAT - A familiar, cat FAMCAT25 - Upgraded Cat (Throne of Bhaal) FAMDUST - A familiar, dust mephit FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal) FAMFAIR - A familiar, fairy dragon FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal) FAMFER - A familiar, ferret FAMFER25 - Upgraded ferret (Throne of Bhaal) FAMIMP - A familiar, imp FAMIMP25 - Upgraded imp (Throne of Bhaal) FAMPSD - A familiar, pseudodragon FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal) FAMQUAS - A familiar, quasit FAMQUA25 - Upgraded quasit (Throne of Bhaal) FAMRAB - A familiar, rabbit FAMRAB25 - Upgraded rabbit (Throne of Bhaal) HALBERDS: HALB01 - Halberd HALB02 - Halberd +1 HALB03 - Halberd +2 HALB04 - Halberd +3: Dragon's Bane HALB05 - Halberd +4 Dragon's Breath HALB06 - Halberd +4 Blackmist HALB07 - Halberd +2 HALB08 - Halberd +2, Duskblade HALB09 - Wave Halberd +4 HALB09A & HALB09B - Wave Shaft & Blade HALB10 - Ravager +4 (Throne of Bhaal) HALB11 - Ravager +6 (Throne of Bhaal) HALB12 - Halberd +3 (Throne of Bhaal) HAMMERS: HAMM01 - War Hammer HAMM02 - War Hammer +1 HAMM03 - War hammer +2 HAMM04 - Warhammer +1,+4 vs giant humanoids HAMM05 - War Hammer +2 HAMM06 - Dwarven Thrower +3 HAMM07 - Dwarven Warhammer of Thunderbolts +3 HAMM08 - War Hammer +2 HAMM09 - Crom Faeyr (best weapon in the game) HAMM10 - Runehammer +4 (Throne of Bhaal) HAMM11 - Runehammer +5 (Throne of Bhaal) HAMM12 - War Hammer +3 (Throne of Bhaal) HELMS: HELM01 - Helmet HELM02 - Helm of Opposite Alignment HELM03 - Helm of Glory HELM04 - Helm of Defense HELM05 - Helm of Infravision HELM06 - Helm of Charm Protection HELM07 - Helm of Balduran HELM08 through HELM13, HELM15 - Helmet HELM14 - Kiel's Helmet HELM16 - Helm of Brilliance HELM17 - Skull of Death HELM18 - Pearly White Ioun Stone (regenerate HP) HELM19 - Dusty Rose Ioun Stone (AC +1) HELM20 - Pale Green Ioun Stone (bonus HP and THAC0) HELM21 - Dragon Helm HELM22 - Amnish Helmet HELM23 - Golden Ioun Stone (Throne of Bhaal) HELM24 - Obsidian Ioun Stone (Throne of Bhaal) HELM25 - Silver Ioun Stone (Throne of Bhaal) HELM26 - Lavender Ioun Stone (Throne of Bhaal) HELM27 - Bronze Ioun Stone (Throne of Bhaal) HELM28 - Circlet of Netheril (Throne of Bhaal) HELM29 - Thieves' Hood (Throne of Bhaal) HELM30 - Thieves' Hood (Throne of Bhaal) HELM31 - Helm of the Rock (Throne of Bhaal) HELM32 - Helm of the Rock (Throne of Bhaal) HELM33 - Gold Horned Helm (Throne of Bhaal) HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal) ICEWIND ITEMS (with the Preorder Bonus CD): WAAXE - Hrothgar's Axe +3 WAFLAIL - Defender of Easthaven +2 WAMACE - Jerrod's Mace WANINJA - Scarlet Ninja-To +3 WAS2H - Joril's Dagger +3 WASLING - Sling of Everard +5 (needs no ammo) WASPEAR - Spear of Kuldahar +3 WASTAFF - Staff of Arundel WASTAR - Everard's Morning Star +2 WAWAK - Kachiko's Wakizashi +3 KEYS: (that aren't "MISC" codes) EDWINKEY - Mae'Var's Strongbox Key KEY01 - Cult Key KEY02 - Gaal's Key KEY03 - Planar Key KEY04 - Sun Ray Symbol KEY05 - Dawn's Light Symbol KEY06 - Lightstone Symbol KEY07 - Chapel Key KEY08 - Chain Key KEY09 - Firkraag Prison Key KEY10 - Keep Key KEY11 - Planar Prison Cell Key KEY12 - Key to Aran's Lair KEY13 - Shadow Thief Prison Key KEY14 - Piece of Burial Mask KEY15 - Piece of Burial Mask KEY16 - Piece of Burial Mask KEY17 - Piece of Burial Mask KEY18 - Piece of Burial Mask KEY19 - Piece of Burial Mask KEY20 - Burial Mask of King Strohm III KEY21 - Samia's Key KEY22 - Shadow Prison Key KEY23 - Symbol of Amaunator KEY24 - Sahuagin Treasury Key KEY25 - Despana Treasury Key KEY26 - Sekolah's Tooth KEY27 - Guildhouse Key KEY28 - Jon's Key KEY29 - Sewer Key SARKEY01 - Outer Jail Door Key (Throne of Bhaal) SARKEY02 - Secret Jail Door Key (Throne of Bhaal) SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal) SARKEY04 - Sewer Key, Saradush (Throne of Bhaal) SENKEY01 - Drow Guard's Key SENKEY02 - Drow Wardstone SENKEY03 - Sendai's Key LEATHER ARMORS: LEAT01 - Leather Armor LEAT02 - Leather Armor +1 LEAT03 - Leather Armor +2 LEAT04 - Studded Leather Armor LEAT05 - Studded Leather Armor +1 LEAT06 - Studded Leather Armor +2, missile attraction LEAT07 - Studded Leather Armor +2 LEAT08 - Shadow Armor (Studded Leather +3) LEAT09 - Leather Armor +3 LEAT10 - Hide Armor LEAT11 - Leather Armor +2 LEAT12 - Leather Armor +3 LEAT13 - Skin of the Ghoul +4 LEAT14 - The Night's Gift +5 LEAT15 - Studded Leather Armor +2 LEAT16 - Orc Leather +3 LEAT17 - Armor of Deep Night +4 LEAT18 - Armor of the Viper +5 LEAT19 - Shadow Dragon Scale LEAT20 - Aeger's Hide +3 LEAT21 - Human Flesh +5 LEAT22 - Human Flesh (not finished) LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal) LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal) MISC: AERIEBAB - Aerie's Baby (Throne of Bhaal) AMSOUL01 - Malla's Soul Stone (Throne of Bhaal) BOTSMITH - Summons Cespenar (Throne of Bhaal) C6LANTHO - The Lanthorn DECK - Deck of Many Things (Throne of Bhaal) FIGURE01 - Shakti Figurine (Throne of Bhaal) GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal) GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal) GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal) GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal) All of these rings function as ___ if the spell had been cast MAGE01 - Ring of Invisibility | which means magic resistance MAGE02 - Ring of Barkskin | can stop the effects. Ignore MAGE03 - Ring of Mirror Image |_the fact that the titles of MAGE04 - Pseudo Ring of Blur | these items may be missing from MAGE05 - Pseudo Ring of Free Action | the descriptions and none of MAGE06 - Ring of Haste ___| them have names as such - they just look like scrolls. THEY DO WORK !!! You need to be careful though as the effects do not carry over from saved games like the proper rings do. This means when you load a game you need to take the ring off and put it back on again for the effect to work. But some of them are worth it. Exceptions: The Pseudo rings do not function i.e. no bonuses at all that I can detect. But the ring of blur does change the sprite of your character like the spell does (which I like). The other rings work fine. (from Kelvin Groves) MISC01 - Winter Wolf Pelt MISC02 - Mirror MISC03 - Small Box MISC04 - Bassilus' Holy Symbol MISC07 - Gold Piece MISC12 - Ankheg Shell MISC13 - Samuel (body) MISC16 - Fire Agate Gem MISC17 - Lynx Eye Gem MISC18 - Sunstone Gem MISC19 - Turquoise Gem MISC1A - Bottle of Wine MISC1B - Butter Knife of Balduran MISC1C - Sea Charts MISC1E - Evan's Body MISC1F - Dradeel's Spell Book MISC1G - Farthing's Dolly MISC1H - Gong Mallet MISC1I - Belladonna flowers MISC1J - Glittering Beljuril Gemstone MISC20 - Bloodstone Gem MISC21 - Skydrop Gem MISC22 - Andar Gem MISC23 - Jasper Gem MISC24 - Tchazar Gem MISC25 - Zircon Gem MISC26 - Iol Gem MISC27 - Moonstone Gem MISC28 - Waterstar Gem MISC29 - Ziose Gem MISC2A - Doppelganger Wardstone MISC2B - Level 1 Exit Wardstone MISC2C - Islanne Wardstone MISC2D - Kiel Wardstone MISC2E - Fuernebol Wardstone MISC2F - Teleportation Wardstone MISC2G - Level 2 Exit Wardstone MISC2I - Wardstone Forgery MISC2K - Compass Wardstone MISC2L - Bone Wardstone MISC2M - Dwarven Rune 1 Wardstone MISC2N - Dwarven Rune 2 Wardstone MISC2O - Lock of hair from Kirinhale MISC2P - Harp of ? MISC30 - Chrysoberyl Gem MISC31 - Star Diopside Gem MISC32 - Shandon Gem MISC33 - Aquamarine Gem MISC34 - Garnet Gem MISC35 - Horn Coral Gem MISC36 - Pearl MISC37 - Sphene Gem MISC38 - Black Opal MISC39 - Water Opal MISC3A - Book of Infinite Spells (Fireball) MISC3A1 - Book of Infinite Spells (Invisibility) MISC3A2 - Book of Infinite Spells (Protection from Evil) MISC3A3 - Book of Infinite Spells (True Seeing) MISC3A4 - Book of Infinite Spells (Farsight) MISC3A5 - Book of Infinite Spells (Spell Turning) MISC3A6 - Book of Infinite Spells (Wyvern Call) MISC3A7 - Book of Infinite Spells (Stinking Cloud) MISC3A8 - Book of Infinite Spells (Lightning Bolt) MISC3A9 - Book of Infinite Spells (Burning Hands) MISC3C - Efreeti Bottle MISC3D - Golden Lion Figurine MISC3E - Black Spider Figurine MISC3F - Jade Hound MISC3H - Horn of Blasting MISC3I - Silver Horn of Valhalla MISC3J - Bronze Horn of Valhalla MISC3K - Iron Horn of Valhalla MISC3L - Horn of Silence MISC3M - Harp of Discord MISC3N - Azlaer's Harp MISC3O - Methild's Harp MISC3P - Glasses of Identification MISC40 - Moonbar Gem MISC41 - Star Sapphire MISC42 - Diamond MISC43 - Emerald MISC44 - Kings Tears MISC45 - Rogue Stone MISC47 - Golden Pantaloons MISC48 - Idol MISC49 - Melicamp the Chicken MISC4A - Activation Stone MISC4B - Jail Cell Key (Jaheira) MISC4C - Air Elemental Statue MISC4D - The Genie's Flask MISC4E - Energy Cells MISC4G - Portal Key MISC4H - Wand of Fire Key MISC4I - Wand of Frost Key MISC4J - Wand of Summoning Key MISC4K - Wand of Lightning Key MISC4L - Wand of Cloudkill Key MISC4M - Wand of Missiles Key MISC4N - Acorns MISC4O - Sewage Golem Key MISC4P - Key to Frennedan's Room MISC4Q - The Ogre's Sword MISC4R - Haegan's Key MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key) MISC4T - Letter of Transfer MISC4U - Embarl's Dagger MISC4V - Mae'Var's Letter MISC4W - Edwin's Documents MISC4X - Statuette of Lathander MISC4Y - Necklace of Talos MISC4Z - Beastmaster Key MISC50 - Skull MISC51 - Lock of Nymph's Hair MISC52 - Wyvern Head MISC53 - Bowl of Water Elemental Control MISC54 - Child's Body MISC55 - Duke Eltan's Body MISC56 - Broken Weapon MISC57 - Broken Shield MISC58 - Broken Armor MISC59 - Broken Miscellaneous MISC5A - Rift Device Part MISC5B - Rift Device Part 2 MISC5C - Rift Device MISC5D - Harper Bird MISC5E - Harper Amulet MISC5F - Renfeld's Body MISC5G - Exotic Hide MISC5H - Guril Berries MISC5I - Am-si's Key MISC5J - Writ of Innocence MISC5K - Illithium Ore (200 pounds) MISC5L - Littleman The Stuffed Bear MISC5M - Inspector's Body MISC5N - Piece of Red Cloth MISC5O - Silver Pantaloons MISC5P - Ransom Note MISC5Q - Blood of Quallo's Friend MISC5R - The Lover's Ring MISC5S - Hand MISC5T - Shaman's Staff MISC5U - Montaron's Body MISC5V - Lock of Jaheira's Hair MISC5W - Keepsake Locket MISC5X - Harper Pin MISC5Y - Jaheira's Note MISC5Z - Rift Device (used) MISC60 - Spider Body MISC61 - Bottle of Wine MISC62 - Dead Cat MISC63 - Chew Toy MISC64 - Telescope MISC65 - Brage's Body MISC66 - Farmer Brun's son (DEAD) MISC67 - Brun's Dead Son MISC68 - Abela the Nymph MISC69 - Helshara's Artifact Fragment MISC6A - Tanner's Letter MISC6B - Dennis' Mother's Gong MISC6C - Guril Berries MISC6D - Solik Berries MISC6E - Oak Bark MISC6F - Quataris' Confession MISC6G - Bust of Sune MISC6H - Mekrath's Mirror MISC6I - Anarg's Cup MISC6J - Golem Head MISC6K - Golem Arm MISC6L - Golem Brain MISC6M - Demon Heart MISC6N - Sun Gem MISC6O - Sun Gem MISC6P - Shadow Dragon Wardstone MISC6Q - Amuana's Bones MISC6R - Note to Order MISC6S - Chunk of Illithium Alloy MISC6T - Planar Stone MISC6U - Firkraag's Challenge MISC6V - Smuggled Shipment MISC6W - Wooden Stake MISC6X - Portal Gem MISC6Y - Mimic's Blood MISC6Z - Beljuril MISC70 - Delorna's Statue MISC71 - Delorna's Spellbook MISC72 - The Claw of Kazgaroth MISC73 - The Horn of Kazgaroth MISC74 - The Candle MISC75 - Dagger of Venom MISC76 - The Dream Potion MISC77 - Skull of Kereph MISC78 - Invitation MISC79 - Female Body MISC7A - Chicken MISC7B - Chicken MISC7C - Contact's Note MISC7D - Barl's Antidote MISC7E - Fairy Dust MISC7F - Ti'Vael's Head MISC7G - Jaheira's note for MISC7H - Umar Witch Project Journal MISC7I - Chaos Tome MISC7J - Wand of Activation MISC7K - Head of Cotirso MISC7L - Valygar's Body MISC7M - Corthala Tax Notice MISC7N - Wand of Lightning MISC7O - Note (from Cragmoon) MISC7P - Tombelthen's Journal (first half) MISC7Q - Tombelthen's Journal (2nd half) MISC7R - Mithril Medallion MISC7S - Lord Tombelthen's Note MISC7T - Moon Dog Figurine MISC7U - Dog Stew MISC7V - Dog Meat MISC7W - Lavok's Tome MISC7X - Mastery Orb MISC7Y - Thrall Collar MISC7Z - Coal MISC80 - Male Body MISC82 - Ancient Armor MISC83 - Key to River Plug MISC84 - Boo MISC85 - Mulahey's Holy Symbol MISC86 - Bandit Scalp MISC87 - Contaminated Iron MISC88 - Rabbit's Foot MISC89 - Edwin's Amulet MISC8A - Note (for Shadow Thieves) MISC8B - Note (for Shadow Thieves 2) MISC8C - Morn Ritual MISC8D - Noontide Ritual MISC8E - Dusk Ritual MISC8F - Playhouse Deed MISC8G - Rune of Imprisonment MISC8H - Blood of a Silver Dragon MISC8I - Note from Imnesvale MISC8J - Boots of the West (CHA +1) MISC8K - Ihtafeer's head MISC8L - Mantle of Waukeen MISC8M - Trademeet Tomb Key MISC8N - Isaea's Financial Statements MISC8O - Isaea's Signet Ring MISC8P - Isaea's Slavery Document MISC8Q - Rebel's Orb MISC8R - Fake Rebel's Heart MISC8S - Rebel's Heart MISC8T - Cernd's Baby MISC8U - Silver Blade (Vorpal Sword piece) MISC8V - Wardstone for Asylum MISC8W - Opal Stone MISC8X - Ruby Stone MISC8Y - Sapphire Stone MISC8Z - Kurtulmak's Crystal Shard MISC90 - Chelak's Body MISC91 - Grapes MISC92 - Switch for engine MISC93 - Odd looking key MISC94 - Mallet head MISC95 - Mallet handle MISC96 - Peladon MISC97 - De'Tranion's Baalor ale MISC98 - Durlag's goblet MISC99 - Cursed Plate mail armor (belt icon) MISC9A - The Hand of Dace MISC9B - Vampire Stake MISC9C - Lium's Journal of Malevolent Magicks MISC9D - Giant Troll's Head MISC9E - Minotaur Horn MISC9F - Minotaur Horn 2 MISC9G - Pirate Horn MISC9H - Neb's Head MISC9I - First journal of Jon Irenicus MISC9J - Second journal of Jon Irenicus MISC9K - Third journal of Irenicus MISC9L - Deed to the Windspear Hills MISC9M - Pipe MISC9N - Pendant MISC9O - Staff MISC9P - Helmet MISC9Q - Scimitar MISC9R - Light Gem MISC9S - Mind Amplification Device MISC9T - Dragon Eggs MISC9U - Fake Dragon Eggs (Phaere's) MISC9V - Fake Dragon Eggs (Solaufein) MISC9W - Drow Piwafwi Cloak (Solaufein's) MISC9X - Control Circlet MISC9Y - Brine Potion MISC9Z - Corrupted Tadpoles MISCA1 - Gem ? MISCA2 - Sulphurous Poison MISCA3 - Book of Rituals MISCA4 - Potion of Squirrel Change MISCA5 - Stoneshape Scroll MISCA6 - Patrol Leader's Helmet MISCA7 - Kuo-Toan's Blood MISCA8 - Eyestalk of an Elder Orb MISCA9 - Star Medallion MISCAA - Golden Circlet MISCAB - Jar of Water MISCAC - Sundial MISCAD - Sun Medallion MISCAE - Sword Medallion MISCAF - The Gagged Man MISCAG - Mirror MISCAH - Hourglass MISCAI - Worn Out Boots MISCAJ - Grinning Skull MISCAK - Warden's Note MISCAL - Mithril Token MISCAM - Galvena's Key MISCAN - Galvena's Medallion MISCAO - Mind Flayer Painting MISCAP - Umberhulk Painting MISCAQ - Troll Painting MISCAR - Djinni Painting MISCAS - Sleeping Draught MISCAT - Mug of Ale MISCAU - Elven Holy Water MISCAV - Golden Skull MISCAW - Golden Arm and Leg MISCAX - Golden Leg MISCAY - Golden Torso MISCAZ - Beholder Eye MISCB1 - Talisman of Rillifane MISCB2 - Golden Goblet of Life MISCB3 - Moonblade MISCB4 - Tree of Life Nuts MISCB5 - Tears of Bhaal MISCB6 - Tears of Bhaal MISCB7 - Tears of Bhaal MISCB8 - Tears of Bhaal MISCB9 - Tears of Bhaal MISCBA - Tears of Bhaal MISCBC - Blackrazor, Long Sword +3 MISCBD - Dog Bones MISCBE - Gilded Rope MISCBF - Jae'llat Wardstone MISCBG - Lich's Tooth MISCBH - Deirex's Gem MISCBI - Magical Rope MISCBJ - Qilue's Brain MISCBK - Illithid Serum MISCBL - Aerie's Body MISCBM - Anomen's Body MISCBN - Jaheira's Body MISCBO - Viconia's Body MISCBP - Bodhi's Black Heart MISCBQ - Tree of Life Nuts (edible) MISCBR - Stone Harp MISCBS - Stone Horn MISCBT - Elven Priest Stone MISCBU - Yoshimo's Heart MISCBV - Elder Brain Blood MISCBW - Sahuagin Scribe's Notes MISCBX - Note (to Ployer) MISCBY - Tainted Dragon Eggs MISCBZ - Tizzak's Journal MISCCA - Demin's Note MISCCB - Bronze Pantalettes (Throne of Bhaal) MISCCC - Drow Note of Gate Sundering NPMISC1 - Jansen Spectroscopes NPMISC2 - Jansen Techno-Gloves PLATE & FULL PLATE ARMORS: PLAT01 - Plate Mail Armor PLAT02 - Plate Mail +1 PLAT04 - Full Plate Mail PLAT05 - Full Plate Mail +1 PLAT06 - Ankheg Plate Mail PLAT07 - Plate Mail PLAT08 - Plate Mail +3 PLAT09 - Mithral Field Plate Armor +2 PLAT10 - Plate Mail +1 PLAT11 - Delver's Plate +2 PLAT12 - Doomplate +3 PLAT13 - Gorgon Plate +4 PLAT14 - Full Plate Mail +1 PLAT15 - Pride of the Legion +2 PLAT16 - Armor of the Hart +3 PLAT17 - T'rahcie's Plate +5 PLAT18 - Red Dragon Scale PLAT19 - Full Plate + 2 PLAT20 - Blue Dragon Plate (Throne of Bhaal) PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal) PLAT22 - Shuruppak's Plate (Throne of Bhaal) PLAT23 - Full Plate Mail +2 (Throne of Bhaal) NPPLAT - Firecam Full-Plate Armor (Keldorn) PLOT ITEMS: (Throne of Bhaal only!) BAZPLO01 - Abazigal's Wardstone BAZPL002 - Draconis' Head BAZPLO03 - Yellow Dragon Eggs BAZPLO04 - Breath Potion BAZPLO05 - Rope BAZPLO06 - Reversal Scroll BAZPLO07 - Empty Breath Potion Flask BAZPLO08 - Gauth Eyestalk HGHEART - Still Beating Heart HGHEART2 - Yaga Shura's Heart HGWARD01 - Flame Wardstone HGWARD02 - Skull Wardstone HGWARD03 - Hammer Wardstone HGWARD04 - Blood Wardstone LUM1 to LUM9 - Handwritten Notes PLOT01A - Ritual Scroll PLOT01B - Vigil Stone PLOT01C - Tattered Parchment PLOT01D - Tattered Parchment PLOT01E - Tattered Parchment PLOT01F - Candle PLOT01G - Holy Book PLOT01H - Bell PLOT01I - History of the Imprisoned One PLOT01J - Wardstone PLOT01K - Wardstone PLOT01L - Tinderbox PLOT01M - Handwritten Note PLOT01N - Scribbled Note PLOT01O - Key PLOT01P - Old Slippers PLOT01Q - Helm's Scroll PLOT02A - Scepter of Radiance PLOT02B - Scepter of Radiance (w/gems) PLOT02C - Scepter Gem PLOT02D - Scepter Gem PLOT02E - Scepter Gem PLOT02F - Madman's Journal PLOT02G - Journal PLOT02H - Deck of Many Things PLOT02I - Tahazzar's Heart PLOT02J - Ka'rashur's Heart PLOT03A - Air Scepter PLOT03B - Fire Scepter PLOT03C - Slime Scepter PLOT03D - Ice Scepter PLOT03E - Portal Key PLOT03F - Air Library Note PLOT03G - Fire Library Note PLOT03H - Slime Library Note PLOT03I - Ice Library Note PLOT03K - Key (slime library) PLOT04A - Blue Oil PLOT04B - Red Oil PLOT04C - Purple Oil PLOT04D - Crystal Mallet PLOT04E - Diary of Carston's Apprentice PLOT04F - Flint and Tinder PLOT04G - Illithid Rod PLOT04H - Illithid Rod PLOT04I - Illithid Rod (complete) PLOT04J - Carston's Journal PLOT05A - Heart Key PLOT05B - Mind Key PLOT05C - Spirit Key PLOT05D - Warrior's Skull PLOT16A - Bounty Notice PLOT16B - Note PLOT17A - Monastery Gate Key PLOT17B - Graveyard Key PLOT18A - Lazarus' Teleport Scroll PLOT18B - Lazarus' Spellbook POTIONS: POTN02 - Potion of Fire Resistance POTN03 - Potion of Hill Giant Strength POTN04 - Potion of Frost Giant Strength POTN05 - Potion of Fire Giant Strength POTN06 - Potion of Cloud Giant Strength POTN07 - Potion of Storm Giant Strength POTN08 - Potion of Healing POTN09 - Potion of Heroism POTN10 - Potion of Invisibility POTN11 - Potion of Invulnerability POTN12 - Potion of Stone Giant Strength POTN13 - Oil of Firey Burning POTN14 - Oil of Speed POTN15 - Red Potion POTN16 - Violet Potion POTN17 - Elixir of Health POTN18 - Potion of Absorption POTN19 - Potion of Agility POTN20 - Antidote POTN21 - Potion of Clarity POTN22 - Potion of Cold Resistance POTN23 - Oil of Speed POTN24 - Potion of Defense POTN25 - Potion of Healing POTN26 - Potion of Explosions POTN27 - Potion of Firebreath POTN28 - Potion of Fortitude POTN29 - Potion of Genius POTN30 - Potion of Infravision POTN31 - Potion of Insulation POTN32 - Antidote POTN33 - Potion of Magic Blocking POTN34 - Potion of Magic Protection POTN35 - Potion of Magic Shielding POTN36 - Potion of Master Thievery POTN37 - Potion of Mind Focusing POTN38 - Potion of Mirrored Eyes POTN39 - Potion of Perception POTN40 - Potion of Invulnerability POTN41 - Potion of Power POTN42 - Potion of Regeneration POTN43 - Potion of Insight POTN44 - Potion of Strength POTN45 - Potion of Freedom POTN46 - Potion of Stone Form POTN47 - Marek's Antidote (better than normal antidote) POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron ore) POTN52 - Potion of Extra Healing POTN53 - Festule the Alchemist's Potion POTN54 - Empty Potion Bottle POTN55 - Potion of Superior Healing (Throne of Bhaal) POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal) QUIVERS: (Throne of Bhaal only!) QUIVER01 - Quiver of Plenty +1 QUIVER02 - Case of Plenty +1 QUIVER03 - Quiver of Plenty +2 QUIVER04 - Case of Plenty +2 QUIVER05 - Bag of Plenty +1 QUIVER06 - Bag of Plenty +2 RINGS: BELT12 - Holy Symbol of Lathander (Throne of Bhaal, yes it is a Ring) BELT13 - Holy Symbol of Helm (Throne of Bhaal) BELT14 - Holy Symbol of Talos (Throne of Bhaal) RING01 - Plain Ring RING02 - Ring of Fire Resistance RING03 - Ring of Animal Friendship RING04 - Ring of Clumsiness RING05 - Ring of Invisibility RING06 - Ring of Protection +1 RING07 - Ring of Protection +2 RING08 - Ring of Wizardry RING09 - Ring of Free Action RING10 - Gold Ring RING11 - Silver Ring RING12 - Onyx Ring RING13 - Jade Ring RING14 - Greenstone Ring RING15 - Bloodstone Ring RING16 - Angel Skin Ring RING17 - Flamedance Ring RING18 - Fire Opal Ring RING19 - Ruby Ring RING20 - Ring of Energy RING21 - Ring of Infravision RING22 - Ring of Holiness RING23 - Ring of Folly RING25 - Koveras' Ring of Protection (+1) RING26 - Ring of Djinni Summoning RING27 - Ring of Fire Control RING28 - Ring of Air Control RING29 - Ring of Earth Control RING30 - Ring of Human Influence RING31 - Ring of Regeneration RING32 - Ring RING33 - Ring of the Ram RING34 - Ring of Spell Turning RING35 - Ring of Lock Picks RING36 - Ring of Danger Sense RING37 - Storm Ring RING38 - Dawn Ring RING39 - Ring of Gaxx RING40 - Ring of Acuity RING41 - Ring of Protection +3 (Throne of Bhaal) RING42 - Ring of Improved Invisibility (Throne of Bhaal) RING43 - Oaken Ring (Throne of Bhaal) RING44 - Heartwood Ring (Throne of Bhaal) RING45 - Delryn Family Ring (Throne of Bhaal) RING46 - Ring of Anti-Venom (Throne of Bhaal) NPRING01 - D'Arnisse Signet Ring (Nalia) RODS: RODS01 - Rod of Absorption RODS02 - Rod of Lordly Might RODS03 - Rod of Resurrection RODS04 - Rod of Smiting RODS05 - Rod of Terror RODS06 - Rod of Reversal (Throne of Bhaal) DRAGON SCALES: SCALEB - Shadow Dragon Scales SCALER - Red Dragon Scales SCROLLS: RESTORE - Greater Restoration SCRL02 - Spell Scroll SCRL03 - Protection from Acid SCRL04 - Protection from Cold SCRL05 - Protection from Electricity SCRL06 - Protection from Fire SCRL07 - Protection from Magic SCRL08 - Protection from Poison SCRL09 - Protection from Undead SCRL10 - Cursed Scroll of Weakness SCRL11 - Cursed Scroll of Clumsiness SCRL12 - Cursed Scroll of Foolishness SCRL13 - Cursed Scroll of Ugliness SCRL14 - Cursed Scroll of Summon Monster SCRL15 - Protection from Petrification SCRL16 - Cursed Scroll of Petrification SCRL17 - Cursed Scroll of Ailment SCRL18 - Cursed Scroll of Stupidity SCRL1B - Agannazar's Scorcher SCRL1C - Ghoul Touch SCRL1D - Clairvoyance SCRL1E - Dispel Magic SCRL1F - Flame Arrow SCRL1G - Fireball SCRL1H - Haste SCRL1I - Hold Person SCRL1J - Invisibility 10' radius SCRL1K - Lightning Bolt SCRL1L - Monster Summoning I SCRL1M - Non-Detection SCRL1N - Protection from Normal Missiles SCRL1O - Slow SCRL1P - Skull Trap SCRL1Q - Vampiric Touch SCRL1S - Dire Charm SCRL1T - Ghost Armor SCRL1U - Confusion SCRL1V - Stoneskin SCRL1W - Fireshield (Blue) SCRL1X - Ice Storm SCRL1Y - Improved Invisibility SCRL1Z - Minor Globe of Invulnerability SCRL2A - Monster Summoning II SCRL2B - Stoneskin SCRL2D - Animate Dead SCRL2E - Cloudkill SCRL2F - Cone of Cold SCRL2G - Monster Summoning III SCRL2H - Shadow Door SCRL2I-SCRL3F - Letters SCRL3G - Vocalize SCRL3H - Protection from Evil SCRL3I - Letter SCRL3Z - Letter SCRL56 - Cure Serious Wounds SCRL58 - Free Action SCRL59 - Neutralize Poison SCRL5A - Mental Domination SCRL5B - Defensive Harmony SCRL5C - Protection from Lightning SCRL5D - Protection from Evil 10' radius SCRL5E - Champion's Strength SCRL5F - Chaotic Commands SCRL5G - Remove Curse SCRL5H - Emotion SCRL5I, SCRL5W - Greater Malison SCRL5J - Otiluke's Resilient Sphere SCRL5K - Spirit Armor SCRL5L - Polymorph Other SCRL5M - Polymorph Self SCRL5N - Domination SCRL5O - Hold Monster SCRL5P - Chaos SCRL5Q - Feeblemind SCRL5T - Protection from Electricity SCRL5U - Reflected Image SCRL5Z - Fireball SCRL61 - Cure Critical Wounds SCRL62 - Flame Strike SCRL63 - Raise Dead SCRL66 - Grease SCRL67 - Armor SCRL68 - Burning Hands SCRL69 - Charm Person SCRL6D - Find Familiar SCRL6E - Power Word, Sleep SCRL6F - Ray of Enfeeblement SCRL6G - Minor Spell Deflection SCRL6H - Protection from Fire SCRL6I - Protection from Cold SCRL6J - Spell Thrust SCRL6K - Detect Illusion SCRL6L - Hold Undead SCRL6M - Enchanted Weapon SCRL6N - Fireshield (Red) SCRL6O - Secret Word SCRL6P - Minor Sequencer SCRL6Q - Teleport Field SCRL6R - Spider Spawn SCRL6S - Spell Immunity SCRL6T - Protection from Normal Weapons SCRL6U - Breach SCRL6V - Lower Resistance SCRL6W - Oracle SCRL6X - Conjure Lesser Fire Elemental SCRL6Y - Protection from Acid SCRL6Z - Phantom Blade SCRL70 - Color Spray SCRL71 - Blindness SCRL72 - Friends SCRL73 - Protection from Petrification SCRL75 - Identify SCRL76 - Infravision SCRL77 - Magic Missile SCRL78 - Protection from Evil SCRL79 - Shield SCRL7B - Conjure Lesser Air Elemental SCRL7C - Conjure Lesser Earth Elemental SCRL7D - Minor Spell Turning SCRL7E - Invisible Stalker SCRL7F - Globe of Invulnerability SCRL7G - Tenser's Transformation SCRL7H - Flesh to Stone SCRL7I - Death Spell SCRL7J - Protection from Magic SCRL7K - Mislead SCRL7L - Pierce Magic SCRL7M - True Sight SCRL7O - Protection from Magical Weapons SCRL7P - Power Word, Silence SCRL7Q - Improved Haste SCRL7R - Death Fog SCRL7S - Chain Lightning SCRL7T - Disintegrate SCRL7U - Contingency SCRL7V - Spell Deflection SCRL7W - Wyvern Call SCRL7X - Conjure Fire Elemental SCRL7Y - Conjure Air Elemental SCRL7Z - Conjure Earth Elemental SCRL80 - Shocking Grasp SCRL81 - Sleep SCRL82 - Chill Touch SCRL83 - Chromatic Orb SCRL84 - Larloch's Minor Drain SCRL85 - Blur SCRL86 - Detect Evil SCRL87 - Detect Invisibility SCRL89 - Horror SCRL8A - Carrion Summons SCRL8B - Summon Nishruu SCRL8C - Stone to Flesh SCRL8D - Spell Turning SCRL8E - Protection from the Elements SCRL8F - Project Image SCRL8G - Ruby Ray of Reversal SCRL8H - Khelben's Warding Whip SCRL8I - Cacofiend SCRL8J - Mantle SCRL8L - Spell Sequencer SCRL8M - Sphere of Chaos SCRL8N - Delayed Blast Fireball SCRL8O - Finger of Death SCRL8P - Prismatic Spray SCRL8Q - Power Word, Stun SCRL8R - Mordenkainen's Sword SCRL8S - Summon Efreeti SCRL8T - Summon Djinni SCRL8U - Summon Hakeashar SCRL8V - Control Undead SCRL8W - Mass Invisibility SCRL8X - Spell Shield SCRL8Y - Protection from Energy SCRL8Z - Simulacrum SCRL90 - Invisibility SCRL91 - Knock SCRL92 - Know Alignment SCRL93 - Luck SCRL94 - Resist Fear SCRL95 - Melf's Acid Arrow SCRL96 - Mirror Image SCRL97 - Stinking Cloud SCRL98 - Strength SCRL99 - Web SCRL9A - Pierce Shield SCRL9B - Summon Fiend SCRL9C - Improved Mantle SCRL9D - Spell Trigger SCRL9E - Incendiary Cloud SCRL9F - Symbol, Fear SCRL9G - Abi-Dalzim's Horrid Wilting SCRL9H - Maze SCRL9J - Power Word, Blind SCRL9L - Spell Trap SCRL9M - Spellstrike SCRL9N - Gate SCRL9P - Absolute Immunity SCRL9Q - Chain Contingency SCRL9R - Time Stop SCRL9S - Imprisonment SCRL9T - Meteor Swarm SCRL9U - Power Word, Kill SCRL9V - Wail of the Banshee SCRL9W - Energy Drain SCRL9X - Black Blade of Disaster SCRL9Y - Shapechange SCRL9Z - Freedom SCRLA1 - Wizard Eye SCRLA2 - Deafness SCRLA3 - Glitterdust SCRLA4 - Limited Wish SCRLA5 - Melf's Minute Meteors SCRLA6 - Spook SCRLA7 - Remove Magic SCRLA8 - Contagion SCRLAG - Scroll of Crom Faeyr SCRLAI - Ray of Enfeeblement SCRLAJ - Farsight SCRLAK - Remove Curse SCRLAL - Sunfire SCRLAM, SCRLAO - Symbol, Death SCRLAN - Symbol, Stun SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal) SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal) SCRLB4 - Wish (Throne of Bhaal) SCRLPET - Stone to Flesh SCRLSD - Greater Restoration SCRLZZ - Summon Cow SECRET PANTALOON STUFF: (Throne of Bhaal only!) SECRET01 - Big Metal Rod SECRET02 - Pulse Ammo SECRET03 - Frag Grenade SECRET04 - Scorcher Ammo SECRET05 - Big Metal Unit SHIELDS: SHLD01 - Small Shield SHLD02 - Small Shield +1 SHLD03 - Medium Shield SHLD04 - Medium Shield +1 SHLD05 - Large Shield SHLD06 - Large Shield +1 SHLD07 - Large Shield +1, +4 vs Missiles SHLD08 - Buckler SHLD09 - Buckler SHLD10 - Buckler SHLD11 - Small Shield SHLD12 - Small Shield SHLD13 - Medium Shield SHLD14 - Medium Shield SHLD15 - Large Shield SHLD16 - Large Shield SHLD17 - Buckler +1 SHLD18 - Large Shield SHLD19 - Large Shield +2 SHLD20 - Kiel's Buckler SHLD21 - Dragon Scale Shield +2 SHLD22 - Sentinel +4 SHLD23 - Fortress Shield +3 SHLD24 - Reflection Shield +1 SHLD25 - Shield of Harmony +2 SHLD26 - Shield of the Lost +2 SHLD27 - Saving Grace +3 SHLD28 - Small Shield +2 SHLD29 - Medium Shield +2 SHLD30 - Large Shield +2 SHLD31 - Darksteel Shield +4 (Throne of Bhaal) SHLD32 - Shield of the Order +4 (Throne of Bhaal) NPSHLD - Delryn Family Shield (Anomen) SLINGS: SLNG01 - Sling SLNG02 - Sling +1 SLNG03 - Sling +3 SLNG04 - Sling +2 SLNG05 - Sling +3 : 'Arla's Dragonbane' SLNG06 - Sling of Arvoreen +4 SLNG07 - Sling of Seeking +2 SLNG08 - Erinne Sling +4 (Throne of Bhaal) SLNG09 - Erinne Sling +5 (Throne of Bhaal) SLNG10 - Sling +3 (Throne of Bhaal) SPEARS: SPER01 - Spear SPER02 - Spear +1 SPER03 - Spear +3, Backbiter SPER04 - Spear SPER05 - Spear +2 SPER06 - Spear +3 SPER07 - Spear of the Unicorn +2 SPER08 - Spear +3, Impaler SPER09 - Spear +1, Halcyon SPER10 - Spear of Withering +4 SPER11 - Ixil's Nail +4 (Throne of Bhaal) SPER12 - Ixil's Spike +6 (Throne of Bhaal) STAVES: AURSTAF - Staff of the Ram +4 (Throne of Bhaal) STAF01 - Quarterstaff STAF02 - Quarterstaff +1 STAF03 - Quarterstaff STAF04 - Quarterstaff STAF05 - Staff of Striking STAF06 - Staff Mace STAF07 - Staff Spear +2 STAF08 - Quarterstaff +3 STAF09 - Staff of Command STAF10 - Staff of Curing STAF11 - Staff of the Magi STAF12 - Staff of Power STAF13 - Staff of Thunder and Lightning +2 STAF14 - Staff of the Woodlands +4 STAF15 - Staff of Air +2 (looks like a machinegun) STAF16 - Staff of Earth +2 STAF17 - Staff of Fire +2 STAF18 - Quarter Staff +2 STAF19 - Cleric's Staff +3 STAF20 - Staff of Rynn +4 STAF21 - Staff of the Ram +4 (Throne of Bhaal) STAF22 - Staff of the Ram +6 (Throne of Bhaal) STAF23 - Serpent Shaft (Throne of Bhaal) STAF24 - Quarter Staff +3 (Throne of Bhaal) NPSTAF - Staff of the High Forest (Cernd) ONE HANDED SWORDS: SW1H01 - Bastard Sword SW1H02 - Bastard Sword +1 SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters SW1H04 - Long Sword SW1H05 - Long Sword +1 SW1H06 - Long Sword +2 SW1H07 - Short Sword SW1H08 - Short Sword +1 SW1H09 - Short Sword +2 SW1H10 - Short Sword of Backstabbing SW1H11 - Odd Flame Sword (Creature Attack?) SW1H12 - Hull's Long Sword SW1H13 - Moonblade SW1H14 - Short Sword +1 SW1H15 - Scimitar +3, Frostbrand SW1H16 - Scimitar +5, Defender SW1H17 - Perdue's Short Sword SW1H18 - Sword of Balduran SW1H19 - The Vampire's Revenge (cursed) SW1H20 - Scimitar SW1H21 - Short Sword SW1H22 - Scimitar +1 SW1H23 - Scimitar +2 SW1H24 - Long Sword +1, Flame Tongue SW1H25 - Kundane +2: Sword of Quickness SW1H26 - Ilbratha, Short Sword + 1 SW1H27 - Arbane's Sword +2 SW1H28 - Cutthroat +4 SW1H29 - Short Sword +2 SW1H30 - Scimitar of Speed +2: Belm SW1H31 - Sunblade: Daystar SW1H32 - Long sword +2: Dragonslayer (Peridan) SW1H33 - Long Sword +2: Ras, The Dancing Blade SW1H34 - Bastard Sword +1: Albruin SW1H35 - Adjatha the Drinker, Long Sword +2 SW1H36 - Namarra, Long Sword +2 SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1 SW1H38 - Jhor the Bleeder, Bastard Sword +2 SW1H39 - Blade of Searing, Bastard Sword +3 SW1H40 - Blade of Roses, Long Sword +3 SW1H41 - Long Sword +2 SW1H42 - Bastard Sword +2 SW1H43 - Katana SW1H44 - Katana +1 SW1H45 - Katana +2: Malakar SW1H46 - Wakizashi SW1H47 - Wakizashi +1 SW1H48 - Ninja-To SW1H49 - Ninja-To +1 SW1H50 - Scimitar +1, Shazzellim SW1H51 - Celestial Fury Katana +3 SW1H52 - Scimitar +3: 'Water's Edge' SW1H53 - Sword of Flame +1 SW1H54 - Long Sword: The Equalizer SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer SW1H55 - Katana +2 SW1H56 - Scimitar SW1H58 - Short Sword of Mask +4 (Throne of Bhaal) SW1H59 - Short Sword of Mask +5 (Throne of Bhaal) SW1H60 - Angurvadal +4 (Throne of Bhaal) SW1H61 - Angurvadal +5 (Throne of Bhaal) SW1H62 - Foebane +3 (Throne of Bhaal) SW1H63 - Foebane +5 (Throne of Bhaal) SW1H64 - Purifier +4 (Throne of Bhaal) SW1H65 - Purifier +5 (Throne of Bhaal) SW1H66 - Yamato +4 (Throne of Bhaal) SW1H67 - Usuno's Blade +4 (Throne of Bhaal) SW1H68 - Spectral Brand +4 (Throne of Bhaal) SW1H69 - Spectral Brand +5 (Throne of Bhaal) SW1H70 - Hindo's Doom +3 (Throne of Bhaal) SW1H71 - Hindo's Doom +4 (Throne of Bhaal) SW1H72 - Bastard Sword +3 (Throne of Bhaal) SW1H73 - Long Sword +3 (Throne of Bhaal) SW1H74 - Short Sword +3 (Throne of Bhaal) SW1H75 - Katana +3 (Throne of Bhaal) SW1H76 - Scimitar +3 (Throne of Bhaal) SW1H77 - The Answerer +4 (Throne of Bhaal) NPSW01 - Sword of Arvoreen (Mazzy) NPSW02 - Katana +1 (Yoshimo) NPSW03 - Hallowed Redeemer +2 (Keldorn) NPSW04 - Corthala Family Blade +2 (Valygar) NPSW05 - Entropy (Haer'Dalis) NPSW06 - Chaos Blade (Haer'Dalis) TORMENT ITEMS (with Collector's Edition Bonus CD): WA2AMU - Sensate Amulet WA2DAK - Dak'kon's Zerth Blade WA2HALB - Harmonium Halberd WA2HARP - Harp of Pandemonium WA2HELM - Vhailor's Helm WA2PLAT - Plate of Balduran WA2RING - Mercykiller Ring WA2ROBE - Robe of Vecna WA2S1H - Sword of Balduran WA2SHIEL - Shield of Balduran TWO HANDED SWORDS: SW2H01 - Two Handed Sword SW2H02 - Two Handed Sword +1 SW2H03 - Two Handed Sword, Berserking SW2H05 - Two Handed Sword (no image) SW2H06 - Spider's Bane SW2H07 - Two Handed Sword +3 SW2H08 - Two Handed sword +2 SW2H09 - Two Handed Sword +4, Warblade SW2H10 - Holy Avenger (Two Handed Sword +5) SW2H11 - Two Handed Sword +2 SW2H12 - Two Handed Sword: Flame of the North + 2 SW2H13 - Spider's Bane + 2 SW2H14 - Lilarcor (Sentient Sword) SW2H15 - Silver Sword (Vorpal Sword) SW2H15A - Silver Hilt (piece of Vorpal Sword) SW2H16 - Sword of Chaos +2 SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal) SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal) SW2H19 - Carsomyr +6 (Throne of Bhaal) SW2H20 - Two Handed Sword +3 (Throne of Bhaal) SW2H21 - Psion's Blade +5 (Throne of Bhaal) SW2H99 - Cursed Berserking Sword +3 SW2HDEAT - Soul Reaver +4 WANDS: WAND02 - Wand of Fear WAND03 - Wand of Magic Missiles WAND04 - Wand of Paralyzation WAND05 - Wand of Fire WAND06 - Wand of Frost WAND07 - Wand of Lightning WAND08 - Wand of Sleep WAND09 - Wand of Polymorphing WAND10 - Wand of Monster Summoning WAND11 - Wand of the Heavens WAND12 - Wand of Wonder WAND13 - Wand of Cloudkill WAND14 - Web Sack WAND15 - Wand of Apprenti WAND16 - Potion of Icedust WAND18 - Wand of Spell Striking (Throne of Bhaal) WAND19 - Wand of Cursing (Throne of Bhaal) ------------------------------------------------------------------------------- AMULETS: ------------------------------------------------------------------------------- AMUL01 - Necklace of Missiles Necklace of Missiles: 'The One Gift Lost ' The naming of this necklace originates from its only owner, Ikaida Mourneve who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. STATISTICS: Missile Blast : Range: 50 ft Area of effect: 30 ft radius Damage: 6D6 (save vs. spell for half) AMUL02 - Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metals, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace AMUL13 - Bloodstone Amulet Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time. AMUL14 - Amulet of Protection +1 Amulet of Protection +1 : 'The Protector' The royal guard of King Pyronan, ruler of Impiltur, were given 'The Protector' as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go to. After years of internal hostility, the item was lost and the guards were replaced by less greedy individuals. STATISTICS: Armor Class Bonus: 1 Saving Throw Bonus: 1 AMUL15 - Shield Amulet This Amulet can be activated by a simple command word and a touch with each use acting as one charge. The effect is a duplication of the 1st level wizard spell 'Shield'. For the duration of the spell, the wearer will have a base Armor Class of 4. This is cumulative with any modifiers due to shields and magical devices. STATISTICS: Uses (1 Charge): Armor Range: 0 Area of effect: Self Armor Class: Base set to 4 Special: Bonus +2 AC vs. missile attacks Duration: 5 turns AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) Amulet of Metaspell Influence: 'The Amplifier' Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely. STATISTICS: Special: Memorize one extra second level spell AMUL17 - Greenstone Amulet This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (note: it does not confer COMPLETE immunity to psionics) STATISTICS: Special Abilities: This amulet confers the wearer protection against all charm, confusion, fear, domination, ESP, detect alignment, hold, stun, psionics, sleep and feeblemind. However the protection effect uses one charge each time it is used and will only last for 1 turn. AMUL18 - Wolfsbane Charm +2 vs Lycanthropes A silver amulet containing powdered wolfsbane. STATISTICS: THACO: +1 bonus vs. Lycanthropes Armor Class: +1 bonus vs. Lycanthropes Weight: 3 Not Usable by: AMUL19 - Amulet of 5% Magic Resistance Amulet of Magic Resistance Commissioners working for the Athkatla city council often wear these amulets while searching for spell users. The amulet provides some small protection against devious mages who resist any efforts at being imprisoned or killed. STATISTICS Magic Resistance: +5% AMUL20 - Kaligun's Amulet of Magic Resistance Kaligun's Amulet of Magic Resistance This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic he wore this amulet into battle. Overconfident in the protection offered by this amulet, Kaligun finally died when he foolishly ambushed three high level Red Wizards who lowered his magic resistance before destroying him with their spells. STATISTICS Magic Resistance: +10% AMUL21 - Amulet of Power Amulet of Power This amulet bears the signature enchantments of Conster Damon, an archmage that fell in the Year of the Dracorage (1018DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use, and changed hands many times through blood and battle. STATISTICS While Equipped: Magic Resistance: +5% Vocalize Decrease Spell Casting Speed by 1 Immunity to Level Drain Not Usable By: Thief Fighter AMUL22 - Periapt of Proof Against Poison Periapt of Proof Against Poison This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particle periapt when sampling their emperor's food. STATISTICS Special Abilities: Cure poison once per day Equipped Abilities: Immune to poison AMUL23 - Periapt of Life Protection Periapt of Life Protection A heart-sized sapphire sits at the end of a thin silver wire. When worn this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: 'Against Death we must all fail, but with this gem we may still prevail!' STATISTICS Abilities: +3 Bonus to all saves vs. death AMUL24 - Necklace of Form Stability Necklace of Form Stability Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a mage named Maxell who had previously suffered such a fate. For his return he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him. STATISTICS Special Abilities: +5 bonus to all saves vs. polymorph AMUL25 - Amulet of Spell Warding Amulet of Spell Warding A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting. STATISTICS Abilities: +2 bonus to all saves vs. spells AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal) This amulet grants its wearer fleetness of foot. Not surprisingly it is popular among fleeing felons, travelers and cowards. STATISTICS Abilities: Increase movement rate by 2 Casts Improved Haste on the wearer once/day AMUL27 - Amulet of Seldarine (Throne of Bhaal) A reward from the Elven Queen Ellesime for saving the Tree of Life, this amulet protects the wearer against all forms of enchantments and spells. STATISTICS: +10% to Magic Resistance +1 bonus to all saving throws AMUL28 - Amulet of the Master Harper (Throne of Bhaal) This medallion is highly sought after by both thieves and bards, though for different reasons. In addition to providing powerful magical protection against physical attacks, the amulet increases the wearer's proficiency in several rogue skills. But even more valuable, from the bard's perspective, is the amulet's ability to grant the wearer immunity to all forms of silence. STATISTICS: +20% to Find Traps and Pick Locks +3 bonus to AC Wearer is immune to silence Usable By: Bard Thief ------------------------------------------------------------------------------- ARROWS: ------------------------------------------------------------------------------- AROW01 - Arrow The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW02 - Arrow +1 The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. Minor enchantments guarantee magical arrows improved accuracy. STATISTICS: Damage: 1D6 THACO: +1 bonus Damage Type: missile (piercing) Weight: 0 Launcher: Bow Not Usable By: Cleric Druid Mage AROW03 - Arrow of Slaying This arrow is twisted and black, almost radiating evil as if possessed by something larger than itself. It was made specifically to kill one type of creature and one type only. In this case the unlucky being is the Ogre Mage. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: Slay Ogre Mage upon touch Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW04 - Acid Arrow This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1D6 + 1 THACO: +1 Damage type: missile (piercing) Special: 1D3 acid damage Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW05, AROW12 - Arrow of Biting The Arrow of Biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and oft-times, death. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Poison: 30% of total maximum Hit Points within 20 seconds after contact unless save vs. death made. Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW06 - Arrow of Detonation This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel affecting all within the area. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 6D6 explosion upon impact (save vs. spell for half) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW07 - Arrow or Dispelling The Arrow of Dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Special: Dispel Magic affecting target Damage: 1D6 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW08 - Arrow of Fire The Arrow of Fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set aflame. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 1D2 fire damage (save vs. spell for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW09, AROW15, AROW16 - Arrow of Ice The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 1D2 cold damage (no save) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW10 - Arrow of Piercing The Arrow of Piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1D6 THACO: +4 Damage type: missile (piercing) Special: +6 physical (piercing) damage (save vs. death for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW11, AROW1A - Arrow +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1D6 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW15 - Arrow +3 (Throne of Bhaal) These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. STATISTICS: Damage: 1D6 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage ------------------------------------------------------------------------------- AXES: ------------------------------------------------------------------------------- AX1H01 - Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H02 - Battle Axe +1 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe. STATISTICS: THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 7 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H03, AX1H11 - Battle Axe +2 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 5 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H04 - Throwing Axe The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point of the bottom and the head may have a spike on the top. STATISTICS: Damage: 1D6 +1 Damage type: missle (piercing) Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H05, AX1H06 - Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type(melee): slashing Damage type(thrown): missile (piercing) Special: Returns to users hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H07 - Bala's Axe Bala's Axe - Wizard Slayer: Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day. STATISTICS: Damage: 1D8 Damage type: slashing Special: Miscast Magic affects victim on each successful hit Miscast Magic: Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell it has an 80% chance of failure. Creatures can save vs spells to avoid the affect, but do so at -2. Weight: 6 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H08 - Hangard's Axe +2 Hangard's Axe of Hurling If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +2 bonus Damage: 1D6 + 2 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H09 - Rifthome Axe +3 Rifthome Axe This Axe of Hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerun has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extra-planar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosey scholars. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +3 bonus Damage: 1D6 + 3 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H10 - Azuredge Axe +3 Azuredge Axe +3 Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status, and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name. STATISTICS Combat Ability: 1-6 +4 extra damage to undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Damage: 1D6 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Any Neutral or Evil Character Druid Cleric Mage Thief AX1H12 - Battle Axe +3, Stonefire Stonefire, Battle Axe +3 The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately they were decimated in 1150DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in the hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing. STATISTICS THAC0: +3 bonus Damage: 1D8 +3, +2 points fire damage to target Damage type (melee): slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H13 - Battle Axe +3, Frostreaver Frostreaver, Battle Axe +3 This was the axe of Illgarth, a Frost Giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims Frostreaver was buried with him. STATISTICS Combat Ability: + 1 point cold damage to target + 1 point acid damage to target THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal) This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 1 hp/round THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal) Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now the most fearsome of weapons - a vorpal edged axe capable of severing an opponents head with a single blow. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 3 hp/round Increase user's constitution by +1 Combat Abilities: 10% chance of instantly killing an opponent by decapitation with each successful attack THAC0: +5 bonus Damage: 1D8 +5 Damage type: slashing Weight: 5 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H16 - K'logarath +4 (Throne of Bhaal) The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made Target must save vs death or be knocked down and take 2D6 extra damage with each successful hit THACO: +4 bonus Damage: 1D6 + 4 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 1 Speed Factor: 0 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H17 - Battle Axe +3 (Throne of Bhaal) The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- BAGS: ------------------------------------------------------------------------------- BAG02 - Gem Bag (BAG02B-BAG02I also work) This small bag is ideally suited for holding gems. BAG03 - Scroll Case (BAG03B-BAG03I also work) This sturdy container allows dozens of scrolls to be placed in it, safe from exposure to fire, rain, or lightning -- common hazards faced by any adventuring wizard. BAG04 - Bag of Holding As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. BAG05 - Ammo Belt (Throne of Bhaal) This shoulder belt is ideally suited for holding sling bullets, darts, arrows or bolts. BAG06 - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work) Typically carried by travelling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel. STATISTICS: Weight: 5 BAG19 - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work) BAG20 to BAG31 - Bag of Holding (Throne of Bhaal) ------------------------------------------------------------------------------- BELTS: ------------------------------------------------------------------------------- BELT01 - Girdle Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. STATISTICS: Weight: 2 BELT02 - Golden Girdle Golden Girdle: 'Golden girdle of Urnst' Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Armor Class Bonus: +3 vs. slashing weapons Weight: 2 BELT03 - Girdle of Bluntness Girdle of Bluntness: 'Destroyer of the Hills' Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands, lands that lacked a similar champion and did not fare as well. STATISTICS: Armor Class Bonus: +4 vs. blunt weapons Weight: 2 BELT04 - Girdle of Piercing Girdle of Piercing: 'Elves' Bane' An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance he continually used the wood to escape the law; and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitution. STATISTICS: Armor Class Bonus: +3 vs. piercing weapons Weight: 2 BELT05 - Girdle of Gender The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. BELT06 - Girdle of Hill Giant Strength Girdle of Hill Giant Strength This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason. STATISTICS Strength: set to 19 BELT07 - Girdle of Stone Giant Strength Girdle of Stone Giant Strength As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away. STATISTICS Strength: set to 20 BELT08 - Girdle of Frost Giant Strength (21 STR) Girdle of Frost Giant Strength This belt is actually the woven hair from a frost giant's beard. When worn the belt greatly increases the wearer's strength making them as strong as a frost giant. STATISTICS Strength: set to 21 BELT09 - Girdle of Fortitude Girdle of Fortitude This girdle greatly increases the wearer's constitution. King Violos used it when leading an expedition against marsh trolls. He'd been severely sickened the past winter and was no longer the healthy man he once was. The belt gave extra years to his life and inspired his men to renew their confidence in their king once more. STATISTICS Special Abilities (once per day): Constitution: set to 18 (lasts for eight hours) BELT10 - Belt of Inertial Barrier Belt of Inertial Barrier When worn, this belt creates a dense curtain of air around the wearer. This curtain, or barrier provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon. STATISTICS Abilities: + 5 to saves vs. breath weapons + 25% Resistance to Missile Damage (Missile Attacks will do three quarters of full damage) + 50% Resistance to Magic Damage (Magic Attacks (Such as Magic Missile, Abi Dalzim's Horrid Wilting, etc.) will do half of full damage) BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal) This belt is actually the woven hair from a fire giant's beard. When worn the belt greatly increases the wearer's strength. STATISTICS Strength: set to 22 MEL01 - Imoen's Belt ------------------------------------------------------------------------------- BLUNT WEAPONS: ------------------------------------------------------------------------------- BLUN01 - Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN02, BLUN08 - Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 +1 Damage type: crushing Weight: 15 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN03 - Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1D6 + 2 THACO: +1 Damage type: crushing Weight: 12 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN04, BLUN11 - Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1D6 + 1 Damage type: crushing Weight: 8 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN05 - Mace +1 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN06 - Morning Star The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2D4 Damage type: crushing Weight: 12 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN07 - Morning Star +1 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: THACO: +1 Damage: 2D4 +1 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN09 - Kiel's Morningstar Kiel's Morningstar: This is the morningstar of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted. STATISTICS: Damage: 2D4+3 THAC0: +3 Damage type: crushing Special: This weapons is cursed and instills a berserker fury in its wielder Weight: 10 Speed Factor: 4 Proficiency Type: Spiked Weapons Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN10 - The Root of the Problem The Root of the Problem Club +1, +3 vs. unnatural creatures This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers. STATISTICS: THAC0: +1, +3 vs. unnatural creatures Damage: 1D6 +1, +3 vs. unnatural creatures, +1 acid damage Damage type: crushing and acid Weight: 3 Speed Factor: 3 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN12 - Mace of Disruption +1 Mace of Disruption +1 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN13 - Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 12 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14 - Flail of Ages +3 This flail has been in the care of Lord Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, 'losing' it again and again. Powerful items gravitate towards powerful people, and powerful people yield the most glorious battles. STATISTICS: Combat Abilities: A chance each hit that target will be slowed (no saving throw) THACO: +3 bonus Damage: 1D6 + 4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14A - Flail Head (Cold) This is one of three flail heads belonging to Lord Arnise. Not all three heads are required to assemble the flail. BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14E - Flail of Ages (Acid + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Acid Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14F - Flail of Ages (Fire + Acid) This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14G - Flail of Ages (Cold) This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14H - Flail of Ages (Fire) This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14I - Flail of Ages (Acid) This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN15 - Morning Star +2 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN16 - Morningstar +2: The Sleeper Morningstar + 2: The Sleeper This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarf and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune. STATISTICS Combat Ability: Any human or demi-human, excluding elves, hit by the Sleeper must save vs. poison with a +4 bonus or fall asleep for 18 seconds. THACO: +2 bonus Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN17 - Morningstar +2: Wyvern's Tail Morningstar +2: Wyvern's Tail The large spike at the head of this morningstar is actually the lethal stinger of a wyvern. The mage-fighter Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon, that pulses with life in the hands of its wielder. STATISTICS Combat Abilities: Victims must make a saving throw vs. poison or take 5 hit points of poison damage THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN18 - Mace +3: Skullcrusher Mace +3: Skullcrusher This mace is permanently bloodstained; a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 4, +2 extra damage to humanoid creatures Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN19 - Mace +2: Mauler's Arm Mace +2: Mauler's Arm Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly, and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after. STATISTICS: Equipped Ability: Increases wielder's strength to 18 THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief BLUN20 - Mace +1: Ardulia's Fall Mace +1: Ardulia's Fall Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. spells at +3 or be slowed for 12 seconds THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN21 - Mace +2 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of his hand. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN22 - Club +3, Blackblood Club +3: Blackblood This oak club is coated with darkened dried globs of a tar-like substance. During battle this substance glows black with an inner light, and becomes thick and fluid. When the club strikes an opponent it delivers additional acid damage from the liquid splashing over the victim. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 3, +3 acid damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN23 - Bone Club +2, +3 vs. Undead Bone Club +2, +3 vs. Undead This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred would have served on its own. STATISTICS: THAC0: +2, +3 vs. Undead Damage: 1D6 + 2, +3 vs. Undead Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN24 - Club +2, Gnasher Club +2: Gnasher Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN25 - Mace of Disruption +2 Mace of Disruption +2 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Immunity to Level Drain THACO: +2 Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief HLOLTH - Handmaiden's Mace This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun. It is made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. poison or suffer 2 points of damage each round for 10 rounds. THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Any who are not either Elf or Half-Elf Evil Clerics BLUN26 - Club of Detonation +3 (Throne of Bhaal) This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast. STATISTICS: Combat Abilities: 20% chance target will take an additional 10 points of fire damage with each successful attack 7% chance a fireball will automatically detonate with each successful attack THAC0: +3 bonus Damage: 1D6 + 3, +3 fire damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN27 - Club of Detonation +5 (Throne of Bhaal) The enchantments from the Ring of Fire resistance makes the demon spirit trapped within this weapon easier to control - though the wrath of the creature may occasionally still be released without warning. STATISTICS: Combat Abilities: 30% chance target will take an additional 15 points of fire damage with each successful attack 5% chance a fireball will automatically detonate with each successful attack THAC0: +5 bonus Damage: 1D6 + 5, +5 fire damage Damage type: crushing Weight: 1 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN28 - Storm Star +3 (Throne of Bhaal) This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4, +1D6 electrical damage Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN29 - Storm Star +5 (Throne of Bhaal) Infused with the other worldly Starfall Ore, the powers of this already formidable weapon are greatly enhanced. STATISTICS: Equipped Abilities: +20% to electrical resistance Combat Abilities: 5% chance of casting chain lightning on target with each successful attack THACO: +5 bonus Damage: 1D6 + 6, +1D6 electrical damage Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN30 - Flail of Ages +5 (Throne of Bhaal) With the addition of the fifth and final head to this weapon created by the evil Rakshasa race the true potential of the Flail of Ages is finally realized. STATISTICS: Equipped Abilities: Free Action 5% bonus to Magic Resistance Combat Abilities: 33% chance each hit that target will be slowed (no saving throw) THACO: +5 bonus Damage: 1D6 + 6, +2 Acid Damage, +2 Cold Damage, +2 Fire Damage, +2 Poison Damage, +2 Electrical Damage Damage type: crushing Weight: 8 Speed Factor: 2 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30A - Flail Head (Poison) (Throne of Bhaal) BLUN30B - Flail Head (Electric) (Throne of Bhaal) BLUN30C - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Poison Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30D - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Electrical Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN31 - Club +3 (Throne of Bhaal) Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: crushing Weight: 1 Speed Factor: 1 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN32 - Flail +3 (Throne of Bhaal) The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 11 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN33 - Mace +3 (Throne of Bhaal) The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +3 Damage: 1D6 + 4 Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN34 - Morning Star +3 (Throne of Bhaal) The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +3 Damage: 2D4 +3 Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN35 - Ice Star +4 (Throne of Bhaal) The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire. STATISTICS: +20% Fire Resistance THACO: +4 Damage: 2D4 +4 +1-4 extra cold damage Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief ------------------------------------------------------------------------------- BOLTS: ------------------------------------------------------------------------------- BOLT01 - Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT02 - Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT03 - Bolt of Lightning This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target leaving behind an electrical sulfuric smell. As it hits there is a crackle as the energy stored is released into the target's wound. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Special: 4D4 electrical damage (save vs. breath for half) Weight: 0 Launcher: Crossbow BOLT04 - Bolt of Biting The Bolt of Biting was designed as a deadly compliment to the crossbow. With the barbed tip coated in a nasty poison, it will infiltrate the bloodstream of its victims causing agony and oft-times, death. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Poison: 30 damage in 15 seconds (save vs. death for none) Weight: 0 Launcher: Crossbow BOLT05 - Bolt of Polymorphing This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target must make a save vs. poly or be transformed into a squirrel. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Special: save vs. petr/poly or turn into squirrel Duration: permanent Weight: 0 Launcher: Crossbow BOLT06 - Bolt +2 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) This is the ammunition for Jan's crossbow (the Flasher Master Bruiser). These skulls are filled with a special powder that does a little bit of damage and has a chance to stun an opponent (saving throw vs. spells or be stunned for 2 rounds). STATISTICS Special Ability: Stun opponent (save vs. spells) for 2 rounds THAC0: +1 bonus Damage: 1d2 + 1 BOLT08 - Blessed Bolt This is a crossbow bolt that has been permanently enchanted with the spell 'Bless'. The enchantment will remain until it is fired out of a crossbow at which time the magic will fade. It has been fabled that if a Raksasha is stuck with this bolt it will die instantly. STATISTICS: Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow KUOBOLT - Kuo-Toa Bolt This slender bolt is coated with a special poison, developed by Kuo-Toa alchemists. A target hit by this bolt must making a saving throw vs. spells or be stunned for four rounds. STATISTICS: Combat Ability: target must save vs. spells or be stunned for four rounds Damage: 2D6 Damage type: missile (piercing) Weight: 1 Launcher: Crossbow SAHBOLT - Sahuagin's Paralytic Bolt Paralytic Bolt Any target hit by this bolt must making a saving throw or be paralyzed for five rounds. STATISTICS: Combat Ability: target must save vs. paralyzation or be stunned for five rounds Damage: 1D10 Damage type: missile (piercing) Weight: 1 Launcher: Crossbow BOLT09 - Bolt +3 (Throne of Bhaal) These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. STATISTICS: Damage: 1D8 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow ------------------------------------------------------------------------------- BOOKS: ------------------------------------------------------------------------------- BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Manual of Bodily Health +1 Con (unusable) BOOK04 - Manual of Gainful Exercise +1 Str (unusable) BOOK05 - Manual of Quickness of Action +1 Dex (unusable) BOOK06 - Tome of Clear Thought +1 Int (unusable) BOOK07 - Tome of Leadership and Influence +1 Chr (unusable) BOOK08 - Tome of Understanding +1 Wis (unusable) BOOK09 - Normal Book BOOK10 | - miscellaneous Histories BOOK67 BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must be Identified) BOOK70 - Yago's Book of Curses BOOK71 | - miscellaneous Dusty Books BOOK86 BOOK87 - Balduran's Log Book BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir BOOK89 - The Book of Kaza BOOK90 - Golem Building Book Finally, I have created a guardian Golem that is specially suited for the challenging task of cleansing my sphere of planar creatures. It is exceedingly efficient in combat, having just recently destroyed a score of Dretch and Chasme demons, though it was damaged in the encounter. These notes will serve as a reminder to me on the proper method of constructing the Golem should it be destroyed. Note to self: Avoid engaging other planar creatures. The exercise is quite difficult and better left to the Golem. A standard Golem requires two legs, two arms and a head. Be wary that some denizen of the Sphere does not steal any of my spare Golem pieces. It would be frustrating to have to actually track down the pieces myself. The most difficult task comes after the pieces are assembled in the workroom. To activate the Golem you must... (Unfortunately the pages past this point are burnt and their words can no longer be deciphered) BOOK91 - Tome of Amaunator Blessed be the light of Amaunator. The Temple of Amaunator shines like a beacon of radiance in the hills of Umar. Amaunator wards us from the shadows of evil. Pilgrims come from areas far off to be blessed by the beauty of Amaunator. Amaunator is endless and without equal. Yet our god serves us well, in that he is constantly on vigil against shadows. The Temple serves a further purpose towards this end. Amaunator keeps the casters of shadows from walking the land. Any and all who dare to taste of shadow magic should know that Amaunator and his most holy servants will seek them out and cast them into chains within the Temple. Lightstone, Dawn's Light, and Sun Rays are Holy Symbols, guides in any spiritual journey that a disciple of Amaunator may embark upon. Blessed be the light of Amaunator. BOOK92 - Merella's Journal You skip many of the entries of times and places far removed from your current worries. Flamerule 7 Kaatje came to visit again. A sweet child, eager to learn my ways with the wild creatures. Flamerule 12 Dark creatures roam the forests. Several townspeople have been slain by some unknown predator. Everyone seems to have their own opinion of what is doing the killing. The strangest thing is that the bodies are disappearing in the morning. This leaves me baffled, for most signs point to a pack of wolves that have been in the area for a long time. Wolves don't steal bodies. Flamerule 13 Or perhaps I should say wolf-like creatures. At night while I've been patrolling I've often caught shadowy glimpses of these 'wolves' running alongside me. I've tried to attract their attention but they ignore me. I find this most strange, as if the pack is being controlled by someone else. Years ago I spoke with the pack leaders and they were cordial. Now they either flee from me, or, and I fear to say this, they stalk me. Flamerule 21 It is near noon and still the wood outside my cabin seems full of shadows. I've been hard pressed to hear birds and most of the larger animals have long fled. I plan to find the wolf's den (this afternoon). I've drawn a map to it. All signs point to them as being the culprits, but what wolves act like these? They are wolves with the cunning of men. And there is something else, a whispering in my mind. It is faint now, in the waking hours, but while I sleep I dream only of this voice and the face behind it. Whether it is connected to the voices, I do not know. I suspect by the time that the sun sets tonight I'll have answers to my questions. BOOK93 - Orcish Cookbook Slice Onion, crush garlic, peel chestnuts, and cut boar into tiny cubes. In a greatpot over large flame heat oil; when it begins to smell hot, toss in the elk feces, then pour in horse urine. Mmmmmm...can you smell great food already? Maybe use different stuff for stew if boar not available. Flesh of genies from tomb would work well. Could use wolf men in west dungeon. Hmmm. If only I could avoid air monster in the well, then the well treasure would be MINE! Then could buy any stuff for stew I wanted! BOOK94 - The Vapiricus Omnibus: Unabridged Ending the Plague of Teeth This tome is quite ancient, and you do not recognize the tongue in which it is written. Fortunately, Bodhi has scrawl