___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Icewind Dale II (PC) Items Listing ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ January 17, 2005 Version 2.01 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com If emailing me, use this subject: Icewind Dale II Items 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/ Although I left most of the item descriptions in, I removed redundancies where I could. For instance, I list the description for the FIRST "Long Sword", but never again. Also, many items in IWD2 have "better" versions, these also have identical descriptions, which aren't listed. These "better" versions are generally acquired by playing the game in Heart of Fury mode, NOT by finding someone to upgrade your sword. Plot-related items are generally found in "Misc" rather than the category that they might normally belong to. (Say, an important BOOK was a plot item, it would most likely be found in Misc) This FAQ looks best in a fixed-width font, such as Courier New. This Document is Copyright 2002-2005 by Dan Simpson Icewind Dale II is Copyright 2002 by Black Isle/Interplay I am not affiliated with Bioware, Black Isle, Interplay or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ. ------------------------------------------------------------------------------- =============================================================================== Table of Contents =============================================================================== Cheating in IWD2 Items Amulets Arrows Axes Bags Belts Blunt Weapons (Maces, Morningstars, Hammers) Bolts Books Boots Bows Bracers Bullets Chain Armor Cloaks Clubs Crossbows Daggers Darts Flails Gems Halberds Helmets Instruments Leather Armor Misc Plate Armor Potions Quarterstaffs Rings Robes Scrolls (non-spell) Shields Slings Spears Swords Wands Spell Scrolls Final Words... =============================================================================== Cheating in IWD2 =============================================================================== To get Cheating enabled, simply check the "Cheats" box in the Config program that first ran when you originally played the game. You can also find the Config program in Start Menu > Black Isle > IWD2. Once cheats are active, in game press Ctrl + Tab to display the console window and then you can enter the following codes: ctrlaltdelete:explorearea() Show full map. ctrlaltdelete:Hans() Teleport party to pointer. ctrlaltdelete:SetCurrentXP([number]) Give selected characters indicated EXP. ctrlaltdelete:AddGold([number]) Add indicated gold to party total. ctrlaltdelete:Midas() Add 500 gold to party total. ctrlaltdelete:FirstAid() 5 healing potions, 5 antidotes, and 1 Scroll Of Stone To Flesh. ctrlaltdelete:CreateItem("xxxxxx") Creates an item ctrlaltdelete:enablecheatkeys() Activates the Hot Key cheats Note: It doesn't matter if you capitalize the cheats or not. Note: If you are creating an item that can have multiples in one stack, use the CreateItem("xxxxxx", num) form. So to create 300 Summon Cow scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300) To get the MAXIMUM number of something, use -1 as your quantity. This causes an integer overflow, and sends it back to the highest number possible (65,535). Doesn't work with addgold(). Example: To create a Boots of Speed ("00boot01"), I would enter in the command line: ctrlaltdelete:createitem("00boot01") To create near-unlimited arrows: ctrlaltdelete:createitem("00arow01",-1) Hot Keys: (for use with the enablecheatkeys() cheat) CTRL+1 -- change the armor of the paper doll (the armor class doesn't change) CTRL+2 -- fades screen to black CTRL+3 -- fades screen to normal CTRL+4 -- highlight the background-interactive objects (such as script triggers, or anything you can click on for information) CTRL+6 -- shapeshift your character into the previous paper doll in list CTRL+7 -- shapeshift your character into the next paper doll in list CTRL+8 -- highlights the text boxes CTRL+9 -- highlight the sprites CTRL+A -- do a sprite animation (see CTRL+S) CTRL+B -- sets "speed" (speed of WHAT?) CTRL+C -- view Chapter Text CTRL+D -- display some strange numbers CTRL+F -- turn the character CTRL+J -- transport onto the position pointed by the cursor CTRL+M -- (Then press ENTER) DEBUG DUMP CTRL+Q -- Makes the creature at the mouse cursor join the party CTRL+R -- heals the party member whose portrait your mouse is currently over (doesn't have to be selected) CTRL+S -- select a sprite animation CTRL+X -- information on position (more) CTRL+Y -- hurts/kills person mouse cursor is over Caution: Use Hot Keys at your own risk. While CTRL-R and CTRL-Y are completely safe to use, CTRL-Q is not and might crash your game. =============================================================================== Items Listing =============================================================================== Note: If you're having trouble telling the difference between the LETTER O and the number 0 (zero), try changing the font to one where there is a / (slash) through the 0 (zero). For example, FIXEDSYS will display the slash. =============================================================================== Amulets =============================================================================== 00AMUL01 A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. 00AMUL02 00AMUL03 00AMUL04 00AMUL05 00AMUL06 00AMUL07 00AMUL08 00AMUL09 00AMUL10 00AMUL11 00AMUL12 Necklace of Missiles This necklace creates a tiny magical bead that will fly unerringly towards its target. Upon striking the target, the bead will burst into a fiery inferno, burning anything caught within the blast area. STATISTICS: Range: 50 ft Area of effect: 30 ft radius Damage: 6d6 (Reflex save for half) Weight: 1 lb. 00AMUL13 Amulet of Protection +1 Amulets are one the most favored items to enchant by wizards because of their ability to be worn without interfering with the delicate rituals of spell casting. This particular amulet has been infused with various magics that are designed to protect the wearer from harm. STATISTICS: Deflection Bonus: +1 Saving Throw Bonus: +1 Weight: 1 lb. 00AMUL14 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'. STATISTICS: Spell Power: Can cast the spell Shield Weight: 1 lb. 00AMUL15 Amulet of Intellect This amulet has been enchanted to improved the wearers learning capabilities. STATISTICS: Intelligence: +1 Weight: 1 lb. 00AMUL30 Lucky Knucky This barely recognizable lump of fish bone has been carried as a good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Saving Throw Bonus: +1 to all saving throws Weight: 0 lb. 00AMUL31 Yeti Skin Scarf This is a scarf that is constructed from the fur of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. 00AMUL32 Winter Wolf Scarf This is a scarf that is constructed from the fur of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 2 lb. 00AMULBT Belib's Multiple Tool Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who believed in covering every angle of his tiny arse before leaving on grand quests. He created magical items that literally saturated the gamut of possible situations that could arise from his high adventures. These magical items would have been the envy of all adventurers, had Belib been successful in leaving his domicile with his equipment. After many years of creating his incredible inventory of enchanted do-dads, Belib finally gathered his wares into an immense backpack (naturally, it was enchanted to carry far more than what would normally fit into a gnome's pack) and set out to quest for the grandest quests. Unfortunately for Belib, one of his tiny feet tripped over his home's threshold and he was summarily crushed under the enormous weight of his pack. The backpack burst open and scattered his enchanted wares all across his front yard. One would like to think that passing sentient beings would stop and help the crushed gnome, but the most that passersby did was loot Belib's goods. One of Belib's more popular goodies, especially with the vermin that make stealing and looting a career, was Belib's Multiple Tool. Disguised as an ornate amulet, this tool would help make even the most inept rogue a master of lock picking and trap disarming. As is usually the case with items that aid in the thieving arts, Belib's Multiple Tool has found its way into many greased palms over the years. STATISTICS: Special: +1 to Open Lock skill +1 to Search skill Weight: 1 lb. 00HFAMBT Belib's Multiple Tool of Fortune STATISTICS: Special: Open Lock skill: +2 Search skill: +2 Saving Throw Bonus: +1 to all Weight: 1 lb. 00AMULDS Druid's Stone These sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert. The druids would often meditate while on their lonely vigils, and the stones they wore would help them commune with the earth and stones beneath their feet, telling them of the movements of desert creatures in the surrounding area. In times of danger, they could summon the strength of the earth to their aid, causing their skin to become as hard as stone and giving them some protection against attacks. The reason for their vigil was unknown, but the druids vanished mysteriously over fifty years ago, and no one knows what became of them. Only their druid stones remained, and the stones have told no stories. STATISTICS: Special: Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. 00HFAMDS Druid's Stone of Thorns Versions of these sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert, but this particular stone was worn by Theon, who was believed to have organized the Anauroch vigil based on portents he had received upon the winter winds. When Atalacyls the Lost eventually crossed the boundaries of the Anauroch desert, Theon gathered the druids to him and engaged him in battle on the sands. Despite the powers of their stones, Atalacyls defeated them to a man and turned their bodies to sand, then made a small pile of their druid stones as a warning to others not to follow him on his path. He continued his journey westwards until he was found by Old Duke Kholsa Ehld, and the two of them met in battle over Atalacyls' crimes against the Weeping Queen. While worn, this stone allows the druid to ask favors of the earth and stones beneath their feet. In times of danger, the stone can summon the strength of the earth to their aid, causing rocky stalactites to erupt from the earth, the area to blossom with spikes, or the wearer's skin to become as hard as stone and giving them some protection against attacks. STATISTICS: Special: Spell Power: Can cast spell Spike Growth once per day Spell Power: Can cast the spell Stoneskin once per day Spell Power: Can cast the spell Spike Stones once per day Weight: 1 lb. 00AMULES Eye of the Storm In the howling north of Icewind Dale, it can be difficult to steady oneself before battle... or even keep one's wit when surrounded by foes. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. When the goblin horde sacked Bremen, this mysterious item was seized from a dead merchant by one of the goblin shamans, who could find no use for it. The medallion was carried for several leagues until the amulet slipped from the shaman's possession and was lost amongst the snows, only to resurface here. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Weight: 1 lb. 00HFAMES Calm Before the Storm Among the many treasures unique to the North, are medallions called the Eyes of the Storm. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. This medallion, however, predates them all, carrying additional enchantments that allow a warrior to keep not only his wits, but his will, when fighting barbarians, goblins, or worse, creatures of the North that attempt to break a man's will. Creatures that attempt to cage the mind of an opponent wearing this medallion find their best spells and charms simply steam off the wearer's mind like water off a polar worm's back. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Constant Effect: User under the effects of the spell Mind Blank while equipped Weight: 1 lb. 00AMULFD Flame Dance Talisman Fire can be the bringer of life, or the harvester of death. With the Flame Dance Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Flame Dance Talisman gave its wearer added protection against all sorts of melee attacks and had the power to launch a fireball once per day at would-be attackers. STATISTICS: Armor Bonus: +1 (generic) Special: Spell Power: Can cast the spell Fireball once per day Weight: 1 lb. 00HFAMFD Sunfire Talisman Fire can be the bringer of life, or the harvester of death. With the Sunfire Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Sunfire Talisman gave its wearer added protection against all sorts of melee attacks and had the power to ignite a sunfire fireball once per day at surrounding would-be attackers. In addition, if the would be attackers tried to turn the tables and attack the sorcerer with their own fire weapons, the Sunfire Talisman would grant its wearer added resistance to fire. STATISTICS: Armor Bonus: +3 (generic) Special: Spell Power: Can cast the spell Sunfire once per day Resistance: 15/- Fire Resistance Weight: 1 lb. 00AMULGC Gohoin's Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. STATISTICS: Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds while equipped Weight: 0 lb. 00AMULMP Mirabel's Pendant Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful bald woman. The cameo is held in place with an intricate silver frame that is, in turn, fastened to the neck with a burgundy ribbon choker. Engraved on the back of the frame are the Mulhorandi letters for "A.L." STATISTICS: Knowedge (Arcana): +3 Weight: 0 lb. 00HFAMMP Mirabel's Maleficent Pendant STATISTICS: Knowledge (Arcana): +3 Spell Power: Can cast the spell Malison 1/Day Weight: 0 lb. 00AMULSL Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warrior of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies. From then on, the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Snow Leopard Charm. STATISTICS: Special: Dexterity: +2 bonus Weight: 1 lb. 00HFAMSL Heart of the Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warriors of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies, as well as immunity to the cold that surrounded the Dales. From then on, the Heart of the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Heart of the Snow Leopard Charm. STATISTICS: Special: Dexterity: +4 bonus Resistance: 4/- Cold Resistance Weight: 1 lb. 00HFAMGC Gohoin's Secret Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds Spell Power: Can cast the spell Improved Invisibility 1/Day Weight: 0 lb. 00HFPNBI Bile of the Damned Fearless, ruthless, and reveling in the death and despair of others, the vile Dreadmaster of Bane spreads his dogma of hate and strife on the land. Nothing makes a cleric of Bane happier than if the strife within the land is caused by one of his disciples. To help a Dreadmaster of Bane better serve his tyrannical god, a special amulet, dipped in the spilled blood of the innocent victims of a Dreadmaster's wrath, is (on rare occasions) made. This elixir, once worn by a Dreadmaster of Bane, blesses the evil disciple with increased strength and wisdom to better exercise his dark plans. No one is quite sure, except for very high-level Bane clerics, of all the ingredients that go into the Bile of the Damned amulet - but those that did find out soon became part of the amulet themselves. STATISTICS: Strength: +4 Wisdom: +4 Weight: 1 lb. 00POTNBI Blood of the Innocent STATISTICS: Special: Strength: +2 Weight: 1 lb. 11AMULCM Cleansing Medallion This circular silver medallion allows a good-aligned priest or paladin to draw upon the strength of their faith to heal the sick and injured. It does not appear to be tied to any faith or religion, but it does radiate an aura of well-being and comfort. STATISTICS: Spell Power: Casts Cure Light Wounds once per day Weight: 0 lb. 11HFAMCM Medallion of Dawn STATISTICS: Spell Power: Casts Heal once per day Regeneration: Regain 1 hit point every 3 combat rounds Weight: 0 lb. 11BARDWD Pipes of the Wheezing Dragon When the venerable (and senile) red dragon Craum Straug wandered into the logging camp of Hornhollow at the edge of Wood of Sharp Teeth, the residents (wisely) fled in fear as the dragon began to belch flames, setting the camp on fire and causing cries of alarm to spread throughout the countryside. After the residents fled, Craum squatted his old bones down upon the blackened buildings, grumbling to himself and snorting flames from his nostrils. A few hours and several miles away, the residents of Hornhollow finally decided that someone must go negotiate with the dragon and see what it wanted. When no volunteers were forthcoming, a lottery was conducted - and the loser, a traveling ministrel, Aznee Fraystrings, was given the dangerous task of attempting to deal with the dragon. Aznee had lived out his welcome in the camp many nights previous, and the loggers considered it no great loss if Aznee gained a new home in the dragon's belly. Aznee, somewhat absent-minded but of a brave heart, stumbled his way into the camp, and finally mustered the courage to speak with the dragon. During the (now-famous) exchange that followed, Aznee discovered that Craum, who was somewhat far along in dragon years and in none too good health, was suffering the draconic equivalent of a bad cough, and his hacking and wheezing masked his plaintive attempts to try and find someone, anyone, who could help cure his fits of coughing. Seeing a solution, Aznee offered a cure that helped an elderly uncle of his - a sprig of Maiden's Milk flower, that when crushed and administered in a tea, helped quell coughing in a matter of minutes. Some could undoubtably be found in the forest nearby, Aznee exclaimed, and he set about gathering up several sprigs and preparing them for the dragon. After lumping them into a great pot, he administered the steaming cauldron to the dragon. It is suspected that either Craug drank the mixture too fast, or else Aznee had mistaken Bellows Root for Maiden's Milk, but whatever the reason, Craug vomited the mixture back out a few seconds later, setting fire to several acres of the wood and torching poor Aznee where he stood. After this vomitus belch, Craug ran wild for almost an hour, trying to spit out the remainder of the concoction. At the end of his rampage, the venerable red dragon fell over dead, the sudden flurry of activity more than his old bones could stand. When the loggers came to break down the dragon a day later, they discovered that Craum's bones still carried echoes of his coughing fits, and his entire skeleton creaked and wheezed, even after death. They struck a deal with a local mage, who bought the dragon's bones and fashioned a series of musical instruments with them, dubbed the "Pipes of the Wheezing Dragon." These yellow bone pipes are famous throughout the Realms and, when used by a bard, they can be used to spit bursts of flames at opponents. Unfortunately, even when not in use, the pipes tend to creak and wheeze, attracting the attention of anyone nearby and making attempts at stealth and pick pocketing useless. A thin cord made of dragon gut is strung through the pipes, so they can be worn around the neck and can be easily played when danger threatens. The cord looks charred, as if it was burned recently, and is surprisingly tough. STATISTICS: Special: Can cast Burning Hands 3/Day Can cast Agannazar's Scorcher 1/Day Pick Pocket skill: -3 Move Silently skill: -3 Hide skill: -3 Weight: 1 lb. 11HFBDWD Craum Straug's Pipes STATISTICS: Special: Can cast Fireball 3/Day Can cast Delayed Blast Fireball 1/Day Pick Pocket skill: -3 Move Silently skill: -3 Hide skill: -3 Weight: 1 lb. 11HFAMLK Young Ned's Knucky This barely recognizable lump of fish bone has been carried as good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Luck: +2 Saving Throw Bonus: +2 to all saving throws Weight: 0 lb. 12AMULHC Houndstooth Collar This filthy enchanted collar was stripped from the neck of Vghotan's dead worg and bears the crude marks of goblin sorcery. When worn around the neck, the wearer gains the ability to call upon the strength and ferocity of a worg, turning his hands into claws and raking opponents for tremendous damage. STATISTICS: Wearer Immune to Panic and Fear Spell Power: Can cast the spell Beast Claw 1/Day. Weight: 0 lb. 12HFAMHC Vghotan's Band STATISTICS: Strength: +1 Constant Effect: User is under effect of the spell Freedom of Movement while equipped Wearer Immune to Panic and Fear Spell Power: Can cast the spell Beast Claw 1/Day. Weight: 0 lb. 53AMULHD House of Despana Insignia This small obsidian and adamantite amulet has a metal hoop near the top through which a purple and pink ribbon passes. The raised surface of the amulet features the arrow and hexagon glyph of House Despana. Malavon Despana crafted the amulet for his brother, Ilmryn. Legends state that when Malavon and his allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face his brother, then the Weapons Master of House Despana, in a pitched battle. Just as Ilmryn gained the upper hand, Malavon uttered a secret word that invoked an unknown power within the amulet. Ilmryn was surrounded by a magical barrier that protected him from harm. Since it was ostensibly a beneficial magical effect, Ilmryn's natural magic resistance did not help him resist the amulet's power. When the Weapons Master emerged from the protective sphere, he found himself face to face with over a dozen of the most powerful tanar'ri he had ever seen. He died screaming, cursing his brother's name. STATISTICS: Spell Power: Can cast Blur 1/Day Spell Power: Can cast Melf's Acid Arrow 1/Day Spell Power: Can cast Otiluke's Resilient Sphere 1/Day Weight: 1 lb. 53AMULBS Incandescent Blue Ioun Stone This magical stone was crafted long ago somewhere beyond the astral plane, though its exact age is hard to discern. The stone was made by a githzerai craftsman named Bashenee for a great monk of the githzerai race. This unnamed monk died in battle with githyanki foes and the stone drifted among their race for years. Somehow, the stone eventually was given to Oinchack'olp, a mind flayer, who kept it as his prized possession. STATISTICS: Wisdom: +2 Weight: 1 lb. =============================================================================== Arrows =============================================================================== 00AROW01 Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of the arrow and a pointed tip at the front. Normally, arrows are launched from a bow of some sort. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW02 Masterwork Arrows STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW03 Arrows +1 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 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW04 Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW05 Corrosive Arrows +1 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 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 acid damage Weight: 0 lb. Launcher: Bow 00AROW06 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 often times, death. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 24 seconds, Fortitude save for none Weight: 0 lb. Launcher: Bow 00AROW07 Arrows of Dispelling The arrow of dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispel Magic effecting target Weight: 0 lb. Launcher: Bow 00AROW08 Arrow of Flame +1 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 to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00AROW09 Frost Arrows +1 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 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Bow 00AROW10 Arrows 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 Attack Bonus: +4 Enchantment: +3 Damage Type: Missile (piercing) Special: +6 physical (piercing) damage (Fortitude save for none) Weight: 0 lb. Launcher: Bow 00AROW14 Holdfast Arrows Employed almost exclusively by Eldathyn rangers in the western heartlands of Faerun, Holdfast Arrows are prized for their ability to subdue a target with little harm. The arrows are commonly used on rampaging animals but are quite effective against malicious humanoids. They are typically adorned with blue and green ribbons and flowers to show that they were created by the peacekeepers of Eldath. This makes them somewhat less effective in combat. STATISTICS: Damage: 1d6 - 1 Attack Bonus: -1 penalty Damage Type: Missile (piercing) Special: Entangle effect on the target for four rounds Weight: 0 lb. Launcher: Bow 00AROW85 Arrows of Disruption +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +1 Damage Type: Missile (piercing) Special: Disruption: 50% chance all undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Bow 00AROW86 Returning Poison Tipped Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Launcher: Bow 00AROW87 Keen Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Launcher: Bow 00AROW88 Stunning Arrows +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW89 Sure Strike Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Bow 00AROW90 Arrows of Lesser Dispelling STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 0 lb. Launcher: Bow 00AROW91 Everlast Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Returning: Arrow returns to user Note: Other than the ability to return to its user the arrow has no other magical properties. Weight: 0 lb. Launcher: Bow 00AROW92 Arrows +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW93 Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW94 Arrows +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW95 Impact Arrows +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Crushing: +1d6 bludgeoning damage Weight: 0 lb. Launcher: Bow 00AROW96 Hunting Arrows These arrows have been fitted with a specially designed arrowhead. This type of arrow is made in such a way that when an animal is struck, the arrow will slice and widen the wound with each additional movement. This usually causes massive bleeding making it easier for the hunter to track the wounded animal. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Bow 00AROW97 Target Arrows These are extremely well-made arrows. Crafted by the finest fletchers for the purpose of competing in tournaments. Arrows of this type are designed for longer flight and increased accuracy. Unfortunately, they lack any kind of ability to pentrate armor or thick hides. STATISTICS: Damage: 1d4 Attack Bonus: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW98 Stunning Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: target is Stunned for 2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW99 Sparking Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Bow 00CWARWB Arrow of Flame +1 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 to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00CWARWE Arrows +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWF Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWG Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow =============================================================================== Axes =============================================================================== 00AX1H01 Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H02 Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H03 Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H04 Battleaxe +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H05 Throwing Axe The handaxe 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 on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H06 Returning 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: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Returning: Returns to user's hand once thrown Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H11 Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H12 Masterwork Handaxe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H72 Returning Acid Axe The handaxe 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 on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user Corrosion: 50% chance +1d6 acid damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H73 Throwing Axe of Disruption +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to owner Disruption: 50% chance of disruption. All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H74 Keen Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increases chance of scoring a critical hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H75 Mage Killer Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H76 Returning Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H77 Throwing Axe +1 STATISTICS: Damage: 1d6 +1 Attack bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H78 Keen Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Keen: Increases chance of scoring a critical hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H79 Ice Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: 50% chance +1d6 cold damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H80 Corrosive Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H81 Axe of Displacement STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spell Power: Can cast the spell Blur 1/day Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H82 Axe of Wounding STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H83 Battleaxe of Decay +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage type: Slashing Special: Venom: +8 points of poison damage per second for 6 seconds (Fortitude save for none) Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H84 Battleaxe of Celerity STATISTICS: Damage: 1d8 Damage Type: Slashing Enchantment: +5 Special: Speed: +3 attacks per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H85 Winter Axe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage Charisma: +1 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H86 Battleaxe of Disruption +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H87 Battleaxe of Fiery Defense +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage Deflection Bonus: +3 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H88 Battleaxe of Precision +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 slashing damage Keen: Increases chance of scoring a critical hit Strength: +2 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H89 Throwing Axe of Shocking Burst STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H90 Handaxe of Expertise +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H91 Battleaxe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H92 Battleaxe +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 DamageType: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H93 Battleaxe +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H94 Battleaxe of Focus STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H95 Battleaxe of Burning STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: 50% chance +1d6 fire damage 30% chance +2d6 fire damage 15% chance +3d6 fire damage 5% chance +5d6 fire damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H96 Masterwork Throwing Axe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H97 Battleaxe of the Defender +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Armor Bonus: +3 (Deflection) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H98 Mystical Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H99 Battleaxe of Speed STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Speed: 1 extra attack per combat round Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HAS Axe of the Souls The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +1 bonus Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HBA Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +3 Special: Balance Damage: 1d8 +3 Attack Bonus: +3 Special: Power Damage: 1d8 + 6 Special: Accuracy Damage: 1d8 Attack Bonus: +6 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HCK Cloudkiss The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that he spent his entire life studying various blacksmithing techniques in preparation for creating this axe. Thirty days and thirty nights, Magmar secluded himself in his shop with only the steady ringing of his hammer and the deafening roar of the furnace as company. On the thirtieth night Magmar completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored that although the utmost respect was offered by his fellow smiths during his funeral, titters of laughter could be heard behind muffled, closely held conversations. It seems that Magmar's final work was not the great work everyone was expecting, in fact it was rather plain and hardly worthy of a Dwarven forged weapon let alone one forged by a master smith. For many years this long forgotten weapon hung upon the walls of Clan Ironsmelt, until one fateful day a horde of goblins invaded. In the final moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation from its purchase and flung it at the approaching horde. To his surprise, Cloudkiss transformed into a lightning bolt and surged thru the throngs of goblins with deadly accuracy. As fast as he could throw the axe it would return, leaving smoldering corpses wherever it traveled. By any rights this should have been a tale of legend, but with any legend there has to be survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along with that unnamed dwarf. STATISTICS: Thrown: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Electrical Special: Returning: Returns to user Lightning: Inflicts electrical damage to all objects in path of electrical bolt Melee: Damage: 1d6 +3 Attack Bonus: +3 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXCK Stormshifter STATISTICS: Thrown: Damage: 2d6 Damage Type: Electrical Enchantment: +5 Special: Returning: Returns to user Ball Lightning: Inflicts electrical damage to all objects within a 5' radius Melee: Damage: 1d6 +5 Attack Bonus: +5 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSC Screamer The origin of this weapon is unknown, but it is believed to be the result of some sort of joke. Screamer appears to be a normal throwing axe. However, once it is released from the hand it actually emits a high piercing "scream" as it travels towards its target. Upon a successful hit, the target will take additional sonic damage. Screamer is not a subtle weapon and should never be considered for any kind of stealthy endeavors. The one benefit of Screamer is that it confers immunity to silence spells upon its wielder. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: 50% chance of +1d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to wielder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXSC Screaming Axe STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: +3d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to weilder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSP 00HFAXSP Spiritcaller Death's Ally was originally crafted as a gift for a dwarven general. The weapon was given the ability to heal wounds and raise fallen soldiers on the field of battle. Unfortunately the axe fell into the hands of the drow after an unsuccessful skirmish near the underdark. It is unknown what was done to warp the magic of the axe, but it is not the weapon it once was. The axe can now be used to cause wounds three times per day, and summon spirits of the dead once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 DamageType: Slashing Special: Spell Power: Can cast the spell Inflict Critical Wounds 3/day Spell Power: Can cast the spell Shadow Conjuration 1/day. Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HTA Training Axe Axes of this kind were often mass-produced for the sole purpose of training soldiers. They were often times so shoddily made that after a year of use they would have to be melted down and reforged. Tired of paying exorbitant prices to reforge these weapons every year, Count Va' Suyen decided to hire a wizard to cast minor enchantments on all his training weapons to make them more durable and suitable for training. This particular axe carries two such enchantments. The first hardens the axe so that any normal combat would not damage it. The second enchantment dulls the edge of the axe so that his men would not be hurt while training. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX2H01 Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H85 Holy Greataxe of Justice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: Target is under the effects of the spell Blindness (Fortitude save negates) Holy: +2d6 damage against evil creatures Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H86 Greataxe of Ice +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 extra cold damage Resistance: 5/- Cold Resistance Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H87 Greataxe of Blurred Visions +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: While equipped, user is under the effects of the spell Blur Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H88 Greataxe +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H89 Greataxe +4 STATISTICS: Damage: 1d12 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H90 Greataxe +3 STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H91 Greataxe +2 STATISTICS: Damage: 1d12 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H92 Greataxe +1 STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H93 Greataxe of Digestion +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H94 Massive Greataxe of Flame +5 STATISTICS: Damage: 2d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 30 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2H95 Greataxe of Might +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Strength: +1 Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H96 Greataxe of Cleaving +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +2d6 slashing damage Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H97 Masterwork Greataxe STATISTICS: Damage: 1d12 Attack Bonus: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H98 Greataxe of Elemental Bursts STATISTICS: Damage: 1d12 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 required 00AX2H99 Greataxe of Vampiric Flame STATISTICS: Damage: 1d12 Damage Type: Slashing Enchantment: +5 Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2HBB Backblighter Backblighter is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Backblighter will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear (Will save) Spell Process: 50% chance target is Slowed (Will save) Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HBD Big Death The gargantuan throwing axe known as Big Death is an orcish weapon through and through. Carried to the final battle of the Hand of Seldarine by the hulking orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an ogre mercenary's two-handed battle-axe. After a particular vicious raid on a dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead dwarven marshal. It seems that an ogre mercenary had impaled himself upon the marshal's spear in a careless charge, but his last act had been to nearly cleave his killer's head in twain and, in trying to wrench the axe free for a second blow, shattering the haft before expiring in a bloody heap. Prying the huge, black cold-iron blade from the base of the dwarf's skull, Grubrun returned to his fortress at Nab-Nurog and had his shaman set to enchanting it. Not having considered fixing the shaft and finding it too heavy and awkward to use in melee, Grubrun deigned to use the weapon as a throwing axe and demanded that it be ensorcelled to return to his hands after being hurled. The warlord found great delight in heaving the enormous weapon about, roaring with glee as Big Death came careening back to him, gleaming and gore-spattered, after lopping some poor enemy in two at the waist. Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the flying weapon, darted forward, and ran her own blade through the empty-handed orc's belly. Kaylessa was said to have then coolly ducked as Grubrun's own axe came whirling back at him and cleanly severed his head, rotten yellow tusks and all. Big Death is an especially large axe - almost ridiculously so - and is only identifiable as a throwing weapon because its short haft and the manner in which it's weighted. In fact, the axe is so massive that it cannot be thrown with a single hand, requiring the wielder to grip it with both hands and hurl it sidelong with the strength of their entire body. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d6 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXBD Big Black Flying-Death STATISTICS: Damage: 1d10 + 3 Attack Bonus : +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d10 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HWT Widow-Through Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXWT Grim Widow-Through STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00CWAXEB Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00CWAXEC Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXAS Soul Stealer The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +3 bonus Speed: +1 additional attack per combat round Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBA Scales of Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +5 Special: Balance Damage: 1d8 + 5 Attack Bonus: +5 Dispelling: 25% chance Dispel Magic on target (Will save) Special: Power Damage: 1d8 + 10 Wounding: Inflicts 2 additional points of damage per round for 10 rounds (Fortitude negates) Special: Accuracy Damage: 1d8 Attack Bonus: +10 Keen: Increases chance of a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBB Cowards Flight Cowards Flight is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Cowards Flight will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear Spell Process: 50% chance target is Slowed Keen: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11AX1HHO Haft Over Head There is little doubt that Dullcobble Tweed was the worst carpenter in the history of the profession, and an even worse weaponsmith, but his continual boasts of his great skill and insight eventually caused his fellows to challenge him to make a throwing axe worthy of his boastful claims. Dullcobble, realizing he had to back his proud words, agreed heartily... but inside, he was struck with fear that he would fail the test. Dullcobble made several attempts to fashion a chopping axe, most of them ending up as cordwood next to his fireplace. In the day before his challenge was to be called due, his only surviving weapon was a lop-sided axe whose haft was widely overbalanced. Realizing that displaying such a weapon would make him the laughing stock of the community, Dullcobble hired a wild mage to take his misshapen axe and turn it into a serviceable weapon. The mage shrugged, took his payment, and promised the axe to Dullcobble on the dawn of the next day. When Dullcobble woke up in the morning, the misshapen axe lay on his doorstep, unchanged, and he had no choice but to take the axe to his challengers... and take his chances. When Dullcobble brought it into the town's meeting hall, the axe's appearance was greeted with derision and laughter. Dullcobble, his face burning, became so angry he threw it at his tormenters - and watched as the haft traveled over the blade's head to smash into a pillar and shatter it, causing the roof to collapse. Dullcobble, slack-jawed with surprise, was knocked unconscious by a falling timber, but the other challengers made it outside without injury. Dullcobble's blow to the head was a serious one, and it turned him into the village idiot - not much of a change from his previous lifestyle. The axe itself was tossed upon a merchant cart headed north, and it was never seen again. Whatever the enchantments the wild mage scrawled on the axe did, it causes the haft to be the first to strike an opponent, doing crushing damage instead of slashing damage. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXHO Dullcobble's Axe STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX1HKS Kegsplitter This worn-looking axe heralds from Shaengarne Ford, a small logging village to the southwest of Targos that borders the Shaengarne River. Although a fearsome-looking weapon, the axe looks like it was intended more for splitting kegs and chopping wood than for use in actual combat, and it looks like it has seen a healthy amount of use felling trees. Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for foodstuffs and supplies to last Shaengarne Ford through the season. While the axe's great size and weight make it slower than a conventional hand-axe, minor wounding and ever-sharp enchantments have been carved into the haft of the axe, allowing it to split kegs and goblins with ease. STATISTICS: Damage: 1d8 + 1 Damage Type: Slashing Special: +2 Damage vs. Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXKS Kegsplitter of Shaengarne Ford STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Strength: +1 Slays Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX2HEW The Executioner's Wife In the filthy port town of Luskan, executions are a daily occurrence and a welcome relief from the monotony of town life. This greataxe was the only possession of the town executioner, who was reported to never let the blade leave his side, giving it the name of the "Executioner's Wife." As the years passed, however, the town executioner eventually found a willing mistress in one of the town's brothels who seemed untroubled by his profession, and he paid her numerous visits over the following months. When the town authorities came to arrest the harlot (who was actually an accomplished thief) for thefts within the city walls, they found the city executioner in her bed and the woman nowhere to be found. The executioner was implicated in her escape, and his own axe was used to behead him in the town square. The execution had a record turnout, and many agreed that the "executioner's wife" had had her final say on his adultery. Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11HFAXEW Tale of the Executioner's Wife Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 41AX1HAI Aurilian Ice Axe This appears to be a normal handaxe but is made completely from ice. It bears the snowflake-in-lozenge symbol of Auril. STATISTICS: Damage: 1d8 Damage Type: cold Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51AX1HDF Duergar-Forged Axe Duergar master artisans forged this axe of dull gray steel. Its balance is so perfect and its exceptionally sharp blade so well-wrought that magic was surely used in its making. STATISTICS: Damage: 1d8 Attack Bonus: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51HFAXDF Duergar-Forged Doom Axe STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZH6AX The Giant Cleaver STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Sure Striking: Weapon is treated as +5 for the purposes of hitting creatures that require magical weapons to hit Bane: +2 Attack Bonus vs Giants and +2d6+2 damage vs Giants Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6HFSC Mighty Scalecleaver This thin-bladed battleaxe holds a notched but wicked edge. Thousands of years old, the weapon was crafted for use in battles against the throngs of yuan-ti that sought to dominate the world. The styling of the blade is quite different from the axes found in dwarven halls and barbarian hands throughout the north. Throughout its long history, the weapon has killed hundreds of yuan-ti while in the possession of many brave warriors. When the yuan-ti finally had a chance to take the blade from their human adversaries, they seized the opportunity. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6SC Scalecleaver STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed =============================================================================== Bags =============================================================================== There are a lot of different codes for bags. For instance, both 00GBAG05 and 00GBGA05 will produce the same bag. (That is, if you use both codes, they'll open into the same bag) However, both gem bags and potion bags still have 20 different codes that produce entirely different bags. Why they allow the "BAG" and "BGA" codes at the same time (when they're the same exact thing) is beyond me. 00HBAG01 or 00HBGA01 00HBGB01 Bag of Holding 00GBAG01 or 00GBGA01 00GBAG02 00GBAG03 00GBAG04 00GBAG05 00GBAG06 00GBAG07 00GBAG08 00GBAG09 00GBAG10 00GBGB01 00GBGB02 00GBGB03 00GBGB04 00GBGB05 00GBGB06 00GBGB07 00GBGB08 00GBGB09 00GBGB10 Gem Bag 00HBAG02 or 00HBGA02 00HBGB02 Mercenary's Sack 00PBAG01 or 00PBGA01 00PBAG02 00PBAG03 00PBAG04 00PBAG05 00PBAG06 00PBAG07 00PBAG08 00PBAG09 00PBAG10 00PBGB01 00PBGB02 00PBGB03 00PBGB04 00PBGB05 00PBGB06 00PBGB07 00PBGB08 00PBGB09 00PBGB10 Potion Bag =============================================================================== Belts =============================================================================== 00BELT01 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. 00BELT02 Golden Girdle 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 Bonus: +3 vs. slashing weapons Weight: 2 lb. 00BELT03 Girdle of Bluntness 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 Bonus: +4 vs. blunt weapons Weight: 2 lb. 00BELT04 Girdle of Piercing 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 Bonus: +3 vs. piercing weapons Weight: 2 lb. 00BELT05 Girdle of Beatification Priests of Helm in Berdusk consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the church, including the destruction of the Unseeing Eye and the cult that followed him, the Blinded Acolytes. Thom wore the girdle proudly until he fell into severe debt in his later years. To his undying regret, he auctioned it off to a well- known priest of Mask. STATISTICS: Wearer is under the effects of a Bless spell while equipped Weight: 2 lb. 00BELTAD Arcs of Disredain Disredain was an eccentric wizard who became enthralled with the manipulation of electricity. In addition to the wands he created, Disredain made a number of experimental magic items during a fifteen-year period of frenzied research. This belt was one of the items he did not think highly of. Consisting of large, crescent-shaped slices of mottled copper sitting back to back, the belt is quite thick and unique in appearance. A cleric of Talos named Ylkath wore the Arcs for three decades before he died of old age. His companion, the Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three years before she was shot dead by pirates that survived one of her nautical attacks. The pirates sold the belt to a fence. Its history past that point is unknown. STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Resistance: 1/- Electrical Resistance Weight: 3 lb. 00HFBTAD Insulated Arcs of Disredain STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Spell Power: Can cast the spell Lightning Bolt 1/Day Resistance: 2/- Electrical Resistance Weight: 3 lb. 00BELTBG Black Goat Girdle Made by halflings, the Black Goat Girdle is sacred to all of their religious sects. Legends say that the Black Goat appeared to a nameless halfling village that had been sacked by goblins during a terrible winter. The tribe of warriors slew most of the halfling men, burned the fields, and took all of the town's livestock. Broken but not hopeless, the villagers congregated for prayer in the burned chapel at the center of town. Out of the smoke drifting over the edge of town, a black goat appeared with six kids, five black, one white. Over the course of six days, the kids grew, gave birth to more kids, and each previous generation died in the night. The milk, meat, and hide provided by the goats helped the halflings survive through their harsh winter. After the six days of miracles had passed, the town tanner made a belt from the hide of the mother goat that had appeared out of the smoke. Halfling tales often contain stories of halfling heroes wearing the Black Goat Girdle on their adventures, though no one has yet determined exactly where the legend truly originated. STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Weight: 3 lb. 00HFBTBG Blessed Black Goat Girdle STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Saving Throw: +2 bonus Weight: 3 lb. 00BELTDB Dragon's Belt A barbarian tribesman by the name of Edhan asked his shaman to enchant this belt for him. Edhan risked his life hunting for young white dragons in the tundra north of Icewind Dale. Though the risk was extreme, the foolhardy barbarian was wealthy beyond what most tribesmen can dream of. As he aged, Edhan lost his edge. The belt helped protect him in his later years. Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair of young whites. Barbarians from the Tribe of the Great Wyrm eventually recovered the warrior's body, but chose not to inter his body. They traded his belt away with the rest of his equipment. The front of the belt features a broad white dragon's chest scale. Leather lined with polar bear fur makes up the rest of the belt. STATISTICS: Saving Throw Bonus: +3 to Reflex saves Weight: 3 lb. 00HFBTDB Warded Dragon's Belt STATISTICS: Saving Throw Bonus: +3 to Reflex saves Resistance: 6/- Cold Reistance Weight: 3 lb. 00BELTLG Little Giant This belt of woven hair is a curious belt, and it is woven from a mix of red dwarven hair and verbeeg giant hair. It was originally worn as a substitute by the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a hundred giants after several raids by greedy verbeeg wiped out much of his caravan trade from Upper Dorn's Deep. Soon after his proclamation, the Little Giant went in search of verbeeg camps, fighting them one after the other, until he came across the Temple of the Forgotten God in the mountains bordering Kuldahar. It was said that he was brought into the Temple, and rather than risk more bloodshed, the priests agreed to reign in the verbeeg patrols from around Dorn's Deep and made reparations for the stolen goods. Somewhat mollified, Burninghair left his woven belt in the hands of the Temple and swore peace with the verbeeg provided they kept their end of the bargain. When the Temple was ransacked many years later, the strange belt was carried off by the attackers and lost in the North. The Little Giant belt grants the wearer tremendous strength, most likely as a side effect of the giant hair woven into the belt and the great anger that ran deep in Burninghair's heart. It is said that Burninghair's original belt that predated the Little Giant was much more powerful, but he lost it while pursuing a fleeing verbeeg across a river - apparently, the verbeeg was attempting to carry off one of the Burninghair's ponies. Furious over the loss of his original belt, Burninghair simply added its loss to the list of crimes the verbeeg would pay for. STATISTICS: Special: Strength: +4 Weight: 2 lb. 00BELTSS Sash of Shadows When this sash is tied about the waist, it seems to blend into the folds of one's clothing so as to be almost invisible. These sashes were initially worn by stalkers in the service of Kresselack the Black Wolf on the day he sent them out to search for a location for his final resting place... the sashes were woven to prevent his enemies (and mages in the service of his enemies) from learning of the movements of his stalkers. Once the stalkers had found a tomb worthy of Kresselack, he gave them deaths worthy of their station and took their sashes from them to line the walls of his tomb in the Vale of Shadows. These sashes were carried from his tomb by fortune seekers many years past, and they have since found their way to remote corners of the North. STATISTICS: Special: Constant Effect: Non-detection while equipped. Weight: 1 lb. 00HFBTSS Sash of Hidden Shadows STATISTICS: Special: Hide skill: +3 Constant Effect: Non-detection while equipped. Constant Effect: Freedom of Movement while equipped. Weight: 1 lb. 00HFBTLG Dwarven Ogre A masterwork any tailor would be proud of, the Dwarven Ogre is a thick leather belt with a fringe of red dwarven hair and hill giant hair woven together to grant the wearer great strength. Fashioned by the dwarven giant slayer, the Little Giant Hohn Burninghair, the buckle of this belt is actually the petrified eye of a firbolg shaman that Hohn fought during his travels. In incorporating the eye into the belt, however, some of the essence of the shaman was transferred along with it, including the northern flu it had when Burninghair laid it low. As a result, any creatures attempting to focus on the wearer will find tears springing to their eyes, clouding their vision, and find their heads begin to become stuffy and cold. For some reason, this enchantment seems to interfere with the perceptions of dead creatures and constructs as well, but the reason for this is unknown. Hohn lost this belt when he was attempting to wade across a stream in pursuit of a fleeing verbeeg giant who had made off with one of his ponies. The belt was washed downstream and eventually ended up in the hands of a simple trapper, who traded the ugly thing to a wandering tinker. This belt grants the wearer tremendous strength and also blurs the vision of anyone looking at the wearer. Due to the tears it causes in the eyes of anyone looking at it, any warrior wearing one of these items is often told to take it off by their companions. When the belt wearer threatens to rip a tree out of the ground and club the requester for asking, however, the matter is usually dropped. STATISTICS: Special: Strength: +6 bonus Constant Effect: Under the effects of the spell Blur while equipped. Weight: 2 lb. 11BELTMK Mercykiller's Belt This belt is broad and thick, crafted from some otherworldly creature's hide and bound with strips of burnished copper. Gleaming eerily from the center of the belt is a circular piece of polished green and cream malachite. The emblem shows, in bas-relief, a fanged, winged serpent with its open mouth facing outward. Small, thick copper loops run between the thick hide and the stone emblem to hold it in place. Two thick steel buckles hold the belt together at the back of the wearer. Investigation reveals that this belt was made four hundred years ago for Factor Dom, a warden for the outer-planar Mercykillers faction. Known throughout the planes for their vicious definition and application of justice, the Mercykillers are strongest in planar cities like Sigil, the City of Doors. Dom was a warden of the Prison, Sigil's dumping ground for criminals. He became legendary within the organization after his involvement in the Great Break. Members of the rebellious Free League engineered the only mass escape from the Prison in its history. Over one hundred prisoners managed to get out of the Prison and escape the Lady's Ward, though hundreds more were turned back to their cells or died in their escape. Dom was stripped of his Factor rank in the Mercykillers for failing to stop the revolt. In addition, he spent five years in the Prison himself. When he was set free, he set out on a thirty-year quest to bring every escaped criminal to justice. By the time Dom had captured, killed, or verified as dead eighty of the one hundred criminals, the remaining twenty banded together to evade him. When Dom reached the age of sixty-seven, he had this belt made for him to augment his failing strength. Three years later, he finally captured the last of the prisoners and brought them, kicking and screaming, all the way back to the cell from which they had escaped thirty years earlier. Dom reported to the current warden, filled out the appropriate paperwork, and fell dead from exhaustion within the hour. STATISTICS: Strength: +2 Weight: 3 lb. 11BELTSB Sash of the Black Raven The Sash of the Black Raven is rumored to be a symbol of one of the disciples of the Black Raven monastery, a sanctuary located deep within the heart of the Spine of the World Mountains. According to legend, the Black Raven is a near mythical figure in Uthgardt legends, a punishing spirit from the underworld who emerged on the surface world many years ago to teach the barbarians humility and break their arrogance. Described as a dark-skinned man with burning eyes and bloodied chains hanging from his wrists, the stories that circle the Black Raven frequently tell of his epic struggles against slavers and injustice throughout the North and the southern kingdoms. Some historians speculate that the Black Raven may have been a drow or half-drow, but others claim that he was a minor or quasi-deity dedicated to ending slavery and oppression. This black sash is made of fine silk, perhaps spider silk, and it is worn looped around the waist. While worn, it helps the wearer focus in combat, freeing his mind of all distractions and channeling his inner energies to defeat his foes. When worn by any class other than a monk, it immediately unknots itself and falls to the ground. STATISTICS: Special: +1 Attack Bonus to all attacks Immunity to Confusion and Feeblemind Weight: 0 lb. 11HFBTSB Binding Sash of the Black Raven STATISTICS: Special: +2 Attack Bonus to all attacks Spellward: Immunity to the spells Confusion, Feeblemind, Sleep, Charm Person, and Cloak of Fear Weight: 0 =============================================================================== Blunt Weapons (Maces, Morningstars, Hammers) =============================================================================== 00CWBLUC 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: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00CWBLUE Masterwork 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: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUF 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: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUG Morningstar The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars 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 morningstar heads, regardless of design, is a long point for thrusting. 00CWBLUH Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUI Morningstar +1 The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars 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: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWDRI3 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWHAMB Masterwork Warhammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the warhammer is another. The horseman's warhammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAMC Warhammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone- crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAME Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM01 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM02 Masterwork Warhammer STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM03 Warhammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM04 Warhammer +2 This hammer is a by product of a gnomish inventors practical joke. Apparently, an industrious little gnome was able to create a special alloy that was capable of retaining a sizeable electric charge. He cleverly wove metal strands of this alloy into his leather work gloves and greeted guests with hilariously shocking results. That is until he shook the hands of a passing dwarven weaponsmith. Rumors say, the shock was so intense that the poor fellows beard caught fire. In exchange for his life, the gnomish inventor relinquished the secret to his special alloy to the dwarven weaponsmith, who now makes a comfortable living fashioning various weapons using the alloy. STATISTICS: Damage: 1d8 + 2 (+1d4 electrical) Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM05 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM85 Warhammer +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM86 Warhammer +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM87 Warhammer +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM88 Hammer of Bludgeoning +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM89 Stunning Frost Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Crushing Special: Frost: 50% chance +1d6 cold damage Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM90 Hammer of Dispelling +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM91 Corrosive Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM92 Biting Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Piercing: 50% chance +1d6 piercing damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM93 Lawful Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Lawful: 33% chance of +2d6 damage against chaotic creatures Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM94 Holy Hammer of Corrosive Burst +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Holy: +2d6 damage against evil creatures Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM95 Hammer of Dispelling +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Dispelling: Target must make a Will save or come under the effects of Dispel Magic Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM96 Warhammer of Might +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast spell Draw Upon Holy Might 2/day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM97 Resistant Hammer of Liquidity STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Resistance: 2/- Magic Resistance Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM98 Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM99 Warhammer of Sparks STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Shock: 50% chance of +1d6 electrical damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMPH Protean Hammer This hammer was created by an ingenious gnomish inventor and wizard named Airon Broune. Actually no one really knows if Airon is a gnome or not because no one has actually seen him. Apparently overnight he had taken over an abandoned shop at the edge of small town. One day the shop was vacant and then the next it was boarded up tight with signs in every language telling passersby to go away. Infuriated, the previous owner demanded he leave, but quickly relinquished his claim to the shop when a large sack of gold appeared at his feet. The very next day, mysterious notes began to appear all over town. They all contained the same message and read as follows: ************************************** Bring potatoes. Will pay in gold. -Airon Broun ************************************** Intrigued, a few townspeople decided to take him up on his offer and delivered sacks of potatoes to the shop. They would shove the potatoes into a delivery chute located in the back of the shop and then soon after a small sack of gold would appear, usually five times the going rate of the potatoes. The better the quality of the potatoes the more gold would appear. News soon spread of this wonderful offer and it was not long until every potato in town was sold to the curious gnome. No matter how many potatoes one delivered, there always appeared a sack of gold for payment. Needless to say, every farm for miles around started growing potatoes. Each farmer would try to outdo the other by producing the biggest and tastiest potatoes. This continued on for years until finally, the quality of potatoes was so good that instead of gold appearing, magic items of all sorts would appear. Not realizing the magical nature of the items given, the farmers sold them to passing merchants in disgust and stopped farming potatoes altogether. This hammer is one such item. By inserting special enchanted plates into the head of the hammer, the user is able to modify the abilities of the hammer. This particular hammer comes with plates that will do extra acid, cold, or fire damage. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special 1: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Special 2: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Special 3: Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHMPH Masher STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special 1: Impact: Critical hit on rolls two lower than normal Corrosive Burst: +1d6 acid damage and 10% chance of +2d10 extra acid damage Special 2: Impact: Increases chance of scoring a critical hit Flaming Burst: +1d6 fire damage and 10% chance of +2d10 extra fire damage Special 3: Impact: Critical hit on rolls two lower than normal Frost Burst: +1d6 cold damage and 10% chance of +2d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMSC Stormcaller This head of this heavy hammer is made from adamantine steel. The haft is carved from solid oak and wrapped in thick cured leather. A mithril spike is attached to the haft where it protrudes from the head. When drawn, the weapon glows with a soft blue luminance. Stormcaller can call upon the elemental power of lightning. Two times per day the user can cast a shocking grasp spell, and once per day call lightning down from the sky. Stormcaller is another weapon crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Shocking grasp twice per day Spell Power: Can cast the spell Lightning Bolt once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHRSC Hammer of Lightning STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Gedlee's Electric Loop twice per day Spell Power: Can cast the spell Chain Lightning once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT01 Throwing Hammer Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT02 Masterwork Throwing Hammer STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT03 Throwing Hammer +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT04 Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT05 Throwing Hammer +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT06 Throwing Hammer +4 STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT07 Throwing Hammer +5 STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT08 Returning Throwing Hammer STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT09 Returning Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT10 Throwing Hammer of Thunder +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Shock: +1d6 electric damage Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00MACEAR Azure Rod An azure rod is not a unique item, but certainly a rare one. Each is fashioned from a durable silvery-white alloy and capped with a large, softly glowing sphere of lapis lazuli. Intricate designs wind their way around the azure rod's shaft and head, but none serve to indicate who or what might have had a hand in their creation. An azure rod slowly draws in and collects the power of Goodness itself, using the energy to both harm evil creatures and invigorate the rod's bearer. Oddly enough, though, the rod functions perfectly well in any hand, whether that of the holiest of priests or darkest of scoundrels. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Sacred: +1d6 damage to evil creatures Invigoration: +5 Max Hit Points when equipped Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMEAR Glowing Azure Rod STATISTICS: Damage: 1d4 +4 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Sacred: +2d6 damage to evil creatures Healing: 33% chance to cast Cure Light Wounds on bearer whenever he or she is struck Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACECF Clenched Fist This rusty iron scepter has been shaped to resemble a hand curled into a fist, and it has a slight miserly look about it. It looks to be some ancient symbol of office, but from what court or temple, you cannot tell - it may have been hundreds of years ago in some forgotten province. The scepter can easily be wielded as a mace, and an effective one as well. For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gold piece into the owner's open palm. This "gold blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Create one gold piece 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMECF Iron Hand of Ohanion ... For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gem into the owner's open palm. This "blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +3 Damage Type: Bludgeoning Special: Creates a gem 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMG Morning Glory Morning Glory is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure light wounds thrice per day or cure critical wounds once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Light Wounds thrice per day Spell Power: Can cast Cure Critical Wounds once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMG Lathander's Gift Lathander's Gift is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure moderate wounds thrice per day or heal once per day. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Moderate Wounds thrice per day Spell Power: Can cast Heal once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMS Mountains of Selune The head of this morningstar is made of some curious metal that seems to bend and drink the light around it. At night, it gives off a soft glow like the moon Selune, and it seems to guide the wielder's hand in combat, like a lodestone draws iron. Its origins are a mystery, but its effectiveness in combat has been proven on countless fields of battle. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMS Mountains of Selune STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE01 Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE02 Masterwork Mace STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE03 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE89 Mace of Bludgeoning +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE90 Mace of Opposing Elements STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Flame: 50% chance +1d6 fire damage Frost: 50% chance of +1d6 cold damage Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE91 Sure Strike Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE92 Mace of Stunning Frost Burst STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE93 Mace of Evil Protection STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Spell Power: Casts Magic Circle Against Evil 2/day Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE94 Mace of Holy Smite STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Infrequent Spell: 33% chance target is affected by spell Holy Smite Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Holy: +2d6 damage to evil creatures Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE95 Flaming Burst Mace of Disruption STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE96 Mace +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE97 Mace +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE98 Mace +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE99 Mace +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR01 Morningstar STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR02 Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR03 Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR84 Lightning Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR85 Morningstar of Poisoned Thorns STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR86 Morningstar of Glory STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Impact: Increases chance of scoring a critical hit Crushing: +3d6 Bludgeoning damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR87 Morningstar +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR88 Morningstar +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR89 Morningstar +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR90 Morningstar +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR91 Stunning Star of Speed STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Speed: 2 additonal attack per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Stunning: 50% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR92 Star of Quills +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Causes 5 hit points of damage per round for 10 rounds. Multiple wounds are cumulative. (Fortitude negates) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR93 Morningstar of the Eternal +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Vampiric: 25% chance of 2d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR94 Corrosive Star +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosive: +1d6 acid damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR95 Morningstar of Thorns +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Piercing: +1d6 piercing damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR96 Flaming Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR97 Morningstar of Warding +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR98 Static Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: +1d6 Electrical damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR99 Holy Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Holy: +2d6 damage to evil creatures Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11CLUBMK Memories of Kuldahar This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, a mighty oak far to the southeast of Targos. The great oak is believed to be a gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering hundreds of feet into the sky and providing a great circle of warmth to all who live beneath its sheltering limbs. For many, the tree represents a peaceful symbiosis between town and nature, and the tree is revered as a holy site by druids throughout Faerun. When the town of Kuldahar was laid siege by the great evil from the Spine of the World Mountains in the Year of the Cold Soul, 1281 DR, the great tree of Kuldahar was buffeted by the great winds and howling storms blasting the region, causing its circle of warmth to recede and snapping off several limbs from the top of the tree. These limbs were gathered up by the town's residents after the town of Kuldahar was saved, and they were kept in many houses as a symbol of the town's persistence in the face of adversity. Some of these pieces of the great tree have found their way throughout the Ten-Towns, and the limbs still carry some of the warmth and enchantment of the great tree within them, making them powerful weapons. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Resistance: 2/- Cold Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HFCBMK Branching Paths of Kuldahar STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Resistance: 5/- Cold Resistance Resistance: 1/- Piercing Resistance Resistance: 2/- Bludgeoning Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HAMMCR Craftsman's Hammer This heavy-headed hammer looks like it was used for construction on the Palisade, and it's possible that none of the workers were aware of its enchanted nature. While this weapon is a little slower and heavier than a warhammer, its swing is true and does more damage when it hits. A single tap from this hammer creates a clear, ringing note. STATISTICS: Damage: 1d8 + 1