Version 2.16 Version 3 (WIP)
@6 = ~Fire Bolt @6 = ~Fire Bolt
(Evocation) (Evocation)
   
Level: 1 Level: 1
Sphere: Elemental Fire Sphere: Elemental Fire
Range: Line of Sight Range: Line of Sight
Duration: Instantaneous Duration: Instantaneous
Casting Time: 4 Casting Time: 4
Area of Effect: 1 creature Area of Effect: 1 creature
Saving Throw: Special Saving Throw: Special
   
The caster summons fire and forms it into a small projectile which travels to the target causing 1D3 fire damage. The target creature must make a Save vs. spell at -2 or suffer a further 1D3 fire damge.~  The caster summons fire and forms it into a small projectile which travels to the target causing 1D6 fire damage. The target creature must make a Save vs. spell or suffer a further 1D6 fire damage.~ 
   
@8 = ~Armor Melt @8 = ~Armor Melt
(Alteration) (Alteration)
   
Level: 1 Level: 1
Sphere: Combat Sphere: Combat
Range: Line of Sight Range: Line of Sight
Duration: 1 turn Duration: 1 turn
Casting Time: 4 Casting Time: 4
Area of Effect: 1 creature Area of Effect: 1 creature
Saving Throw: 1/2 Saving Throw: 1/2
   
Upon casting this spell the priest can cause a change in certain physical material. Armor and metal objects will start to melt. Any creature affected by the spell receives an 8 point loss in armor class. Save vs spells for 1/2.~ Upon casting this spell the priest can cause a change in certain physical material. Armor and metal objects will start to melt. Any creature affected by the spell receives an 4 point loss in armor class. Save vs spells for 1/2.~
   
@28 = ~Selune's Blessing @28 = ~Selune's Blessing
(Abjuration) (Abjuration)
   
Level: 5 Level: 5
Sphere: Protection Sphere: Protection
Range: 0 Range: 0
Duration: 2 turns  Duration: 1 turn 
Casting Time: 7  Casting Time: 5 
Area of Effect: 5' radius sphere Area of Effect: 5' radius sphere
Saving Throw: None Saving Throw: None
   
This spell invokes the power of the goddess Selune to protect the priest from physical or magical harm. The caster is surrounded by a shimmering field that improves his or her armor class by a full 4 factors, and also prevents the effects of any 1st through 4th level spells. As with the mage spell Globe of Invulnerability, spells may still be cast out of the area of effect with no penalty.~  This spell invokes the power of the goddess Selune to protect the priest from physical or magical harm. The caster is surrounded by a shimmering field that improves his or her armor class by a full 4 factors, and also prevents the effects of any 1st through 3rd level spells. As with the mage spell Globe of Invulnerability, spells may still be cast out of the area of effect with no penalty. The spell is vulnerable to Dispel Magic, Pierce Magic and similar spells.~ 
   
@44 = ~Aura of Protection @44 = ~Aura of Protection
(Conjuration/Summoning) (Conjuration/Summoning)
   
Level: 7 Level: 7
Sphere: Protection Sphere: Protection
Range: Party Range: Party
Duration: 10 turns  Duration: 1 turn 
Casting Time: 7  Casting Time: 1 
Area of Effect: 30' radius Area of Effect: 30' radius
Saving Throw: None Saving Throw: None
   
The caster calls favor from his God upon his party. While Aura of Protection is in effect all party members are granted a base armor class of 1.~  The caster calls favor from his God upon his party. While Aura of Protection is in effect all party members are granted a base armor class of 0.~ 
   
@46 = ~Dark Ritual @46 = ~Dark Ritual
(Alteration) (Alteration)
   
Level: 9  Level: 7 
Sphere: Protection Sphere: Protection
Range: Touch Range: Touch
Duration: 15 rounds Duration: 15 rounds
Casting Time: 7 Casting Time: 7
Area of Effect: 1 creature Area of Effect: 1 creature
Saving Throw: None Saving Throw: None
   
This spell provides the protection of the dark deities. This evil spell provides 12 full hit points and armor class lowered by 4. Due to the evil nature of this spell strength is reduced by 1 for the duration.~ This spell provides the protection of the dark deities. This evil spell provides 12 full hit points and armor class lowered by 4. Due to the evil nature of this spell strength is reduced by 1 for the duration.~
   
@48 = ~Summon Sirine @48 = ~Summon Sirine
(Conjuration/Summoning) (Conjuration/Summoning)
   
Level: 9  Level: 7 
Sphere: Summoning Sphere: Summoning
Range: Visual range of caster Range: Visual range of caster
Duration: 2 turns Duration: 2 turns
Casting Time: 9 Casting Time: 9
Area of Effect: Special Area of Effect: Special
Saving Throw: None Saving Throw: None
   
Once cast, four Sirine's will rise from the Ethereal Plane to serve the Druid with their most aggressive demeanor. They will stop at nothing to destroy all the opponents currently on the screen.~  Once cast, four Sirine's will rise from the Ethereal Plane to serve the Druid with their most aggressive demeanor.~ 
   
@50 = ~Thunder Bolt @50 = ~Thunder Bolt
(Evocation) (Evocation)
   
Level: 7 Level: 7
Sphere: Combat Sphere: Combat
Range: 150 feet Range: 150 feet
Duration: Instantaneous Duration: Instantaneous
Casting Time: 5 Casting Time: 5
Area of Effect: Special Area of Effect: Special
Saving Throw: 1/2 Saving Throw: 1/2
   
This spell is similar to the Wizard level 3 spell Lighting Bolt but any creature hit by the bolt suffers 12d4 electrical damage with a saving throw for half.~ This spell is similar to the Wizard level 3 spell Lighting Bolt but any creature hit by the bolt suffers 12D4 electrical damage with a saving throw for half.~
   
@53 = ~Orb of Air @53 = ~Orb of Air
(Alteration) (Alteration)
   
Level: 1 Level: 1
Range: 40 ft. Range: 40 ft.
Duration: 4 Rounds  Duration: 2 rounds 
Casting Time: 2 Casting Time: 2
Area of Effect: Special Area of Effect: Special
Saving throw: Neg.  Saving throw: Negates 
   
This spell allows the mage to turn a target into a puff of smoke for a limited amount of time.~ This spell allows the mage to turn a target into a puff of smoke for a limited amount of time.~
   
@55 = ~Thunderslap @55 = ~Thunderslap
(Conjuration/Summoning) (Conjuration/Summoning)
   
Level: 2 Level: 2
Range: Touch Range: Touch
Duration: 10 Rounds  Duration: Instantaneous 
Casting Time: 1 Casting Time: 1
Area of Effect: The caster  Area of Effect: 1 creature 
Saving Throw: None Saving Throw: None
   
When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is Stunned for 10 rounds and takes damage.~ This spell is similar to Shocking Grasp, but is more powerful. When the wizard makes a successful melee attack against a creature, that creature is stunned for 1 round and takes 2d6 damage.~
   
@57 = ~Icebolt @57 = ~Icebolt
(Evocation) (Evocation)
   
Level: 2 Level: 2
Range: 10 yards  Range: 15 ft. 
Duration: Instantaneous Duration: Instantaneous
Casting Time: 2 Casting Time: 2
Area of Effect: One creature Area of Effect: One creature
Saving Throw: None Saving Throw: None
   
Upon uttering this dweomer a freezing ball of ice bursts from the caster's hands and streaks unerringly toward one target. The Icebolt deals 2d10 damage with no saving throw allowed, however magic or cold resistance can negate it's effects.~ When this dweomer is cast, a freezing ball of ice bursts from the caster's hands and streaks unerringly toward one target. The icebolt deals 2d10 damage with no saving throw allowed. However, magic or cold resistance can negate its effects.~
   
@58 = ~Minor Globe of Darkness~ @58 = ~Globe of Darkness~
   
@59 = ~Minor Globe of Darkness @59 = ~Globe of Darkness
(Alteration) (Alteration)
   
Level: 2 Level: 2
Range: 10 yds  Range: 5 ft./level 
Duration: 1 turn   Duration: 1 turn + 3 rounds/level  
Area of Effect: 15-ft. radius Area of Effect: 15 ft. radius
Casting Time: 2 secs   Casting Time: 2  
Saving Throw: None Saving Throw: None
   
This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a "light" or "continual light" spell is used. In the former event, the Globe of Darkness spell is negated by the "light" spell, and vice versa.~ This spell causes total, impenetrable darkness in the area of effect. Infravision is useless, and neither normal nor magical light works with the exception of the Light or Continual Light spells. If the former, the Globe of Darkness is negated by the light spell, and vice versa.~
   
@61 = ~Ray of Frost @61 = ~Ray of Frost
(Evocation) (Evocation)
   
Level: 3 Level: 3
Range: 20 yards Range: 20 yards
Duration: Instantaneous Duration: Instantaneous
Casting Time: 3 Casting Time: 3
Area of Effect: 1 creature Area of Effect: 1 creature
Saving Throw: Special Saving Throw: Special
   
Upon casting this spell a 2 foot by 60 foot jet of incredibly cold frost bursts from the caster's hands. The Ray inflicts 5d6 points of damage and is so cold that the target creature must save vs. spell or be unable to move or fight at full capacity until it shakes off the chill. Cold or magic resistance may negate these effects.~ Upon casting this spell a, 2 foot by 60 foot jet of incredibly cold frost bursts from the caster's hands. The ray inflicts 5d6 points of damage and is so cold that the target creature must Save vs. Spell, or be unable to move or fight at full capacity until it shakes off the chill. Cold or magic resistance may negate these effects.~
   
@63 = ~Army of One @63 = ~Army of One
(Illusion/Phantasm) (Illusion/Phantasm)
   
Level: 3 Level: 3
Range: 0  Range: Touch 
Duration: 1 Turn  Duration: 1 turn 
Casting Time: 5 Casting Time: 5
Area of Effect: Self  Area of Effect: One person 
Saving Throw: Neg.  Saving Throw: Neg 
   
This spell causes the caster to seem to become an army unto himself, many but one.~  With this spell the caster can cause a person to become an army unto himself. Strength, constitution and dexterity are increased by 2, allowing the target to take on heroic proportions.~ 
   
@66 = ~Ettin's Healing @66 = ~Ettin's Healing
(Necromancy) (Necromancy)
   
Level: 4 Level: 4
Range: Caster Range: Caster
Duration: 10 rounds  Duration: 16 turns 
Casting Time: 7  Casting Time: 5 
Area of Effect: Special Area of Effect: Special
Saving Throw: None Saving Throw: None
   
Ettin, a monk who lived during the Time of the Ancients, was also an adept herbalist who found many ways to heal the body.~  Ettin, a monk who lived near the city of Hillsfar, was also an adept herbalist who found many ways to heal the body, including this spell. When cast, the target can regenerate up to 16 hit points, 1 per turn.~ 
   
@74 = ~Anti-Magic Shell @74 = ~Anti-Magic Shell
(Abjuration) (Abjuration)
   
Level: 6 Level: 6
Range: Caster only Range: Caster only
Duration: 2 turns  Duration: 5 rounds 
Casting Time: 2 Casting Time: 2
Area of Effect: Caster only Area of Effect: Caster only
Saving Throw: None Saving Throw: None
   
By means of this spell, the caster surrounds himself with a shimmering barrier that moves with him. The area within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of any and all spells, harmful or beneficial alike. Likewise it prevents any spellcasting within its confines and magic affecting the wizard when this spell is cast is immediately dispelled. Breath weapons, gaze or voice attacks, and similar special attack forms also cannot penetrate the barrier. Dispel Magic does not remove the spell.~  By means of this spell the caster surrounds himself with a shimmering barrier that moves with him. The area within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of any and all spells, harmful or beneficial alike. Likewise it prevents any spell casting within its confines and magic affecting the wizard when this spell is cast is immediately dispelled. Breath weapons, gaze or voice attacks, and similar special attack forms also cannot penetrate the barrier. It isn't affected by Dispel Magic, but the shell can be pierced by spells such as Spellstrike.~ 
   
@84 = ~Vestcakes Floating Curse @84 = ~Vestcakes Floating Curse
(Invocation) (Invocation)
   
Level: 7 Level: 7
Target: Area  Range: 30 
Duration: 30 Seconds  Duration: 1 round/level 
Casting Time: 5 Casting Time: 5
Range: 150 feet  Area of Effect: 30' circle 
   
This powerful curse creates a cloud of boiling gas that spreads around the battle ground. The cloud crackles with energy and small lightning bolts leap around in it. The cloud is so highly charged with electricity that any creature caught in the cloud will suffer continual detrimental effects as the energy discharges on to them over the clouds duration.~ This powerful curse creates a cloud of boiling gas that spreads around the battle ground. The cloud crackles with energy and small lightning bolts leap around in it. The cloud is so highly charged with electricity that any creature caught in the cloud will suffer continual detrimental effects as the energy discharges on to them over the clouds duration.~
   
@86 = ~Infernal Combustion Enigma @86 = ~Infernal Combustion Enigma
(Invocation)  (Evocation) 
   
Level: 8 Level: 8
Range: 50 feet  Range: 25 yards 
Duration: Instantaneous Duration: Instantaneous
Casting Time: 3  Casting Time: 5 
Area of Effect: 30-feet radius Area of Effect: 30ft radius
Saving Throw: 1/2  Saving Throw: Special 
   
The Infernal Combustion Enigma was the creation of the powerful yet insane ArchMage, better known as the Arch-Astronomer, in the time of Nethril. This mage had an addiction to fire and made this spell to accommodate to all of his needs (It is noted that this mage died shortly after completing the spell probably from its effects). Nearly all of modern fire spells are included in this cocktail of spells and as such this spell is capable incinerating many a noble adventurer. However, it is a unpredictable spell so it is considered a prime example of spells to be launched from afar.~  The Infernal Combustion Enigma was the creation of a powerful yet insane Archmage, better known in the time of Netheril as the Arch-Astronomer. This mage had an addiction to fire and made this spell to accommodate all of his needs (It is noted that this mage died shortly after completing the spell probably from its effects). Nearly all of the modern fire spells are included in this cocktail of spells and as such this spell is capable of incinerating many a noble adventurer. However, it is an unpredictable spell so it is considered a prime example of spells to be lauched from afar. Anyone caught within the area of the blast suffers 6D6 fire damage and a further 2D6 if a saving throw fails.~ 
   
@91 = ~Thunder Bolt @91 = ~Thunder Bolt
(Evocation)  (Invocation) 
   
Level: 8 Level: 8
Range: 150 yards Range: 150 yards
Duration: Instantaneous Duration: Instantaneous
Casting Time: 5 Casting Time: 5
Area of Effect: Special Area of Effect: Special
Saving Throw: none  Saving Throw: 1/2 
   
In some circles of Archmages it is considered rather pathetic to cast a lightning bolt like a weak little mage. So the thunder bolt was developed. While looking to all intensive purposes like a lightning bolt it is however charged a great deal more and capable of doing vast amounts of damage to anything it strikes, including its caster! The bolt will rebound back and forth until all its power is lost and there are few beings which can withstand a hit from this spell.~  In some circles of Archmages it is considered rather pathetic to cast a lightning bolt like a weak little mage. So the thunder bolt was developed. While looking to all intensive purposes like a lightning bolt it is however charged a great deal more and capable of doing vast amounts of damage to anything it strikes, including its caster! The bolt will rebound back and forth until all its power is lost and there are few beings which can withstand a hit from this spell. Any creature hit by the bolt suffers 12D4 electrical damage with a saving throw for half.~ 
   
@93 = ~Varashar's Life Drain @93 = ~Varashar's Life Drain
(Necromancy) (Necromancy)
   
Level: 8 Level: 8
Range: 30 feet Range: 30 feet
Duration: Special Duration: Special
Casting Time: 1 Casting Time: 1
Area of Effect: Single Target Area of Effect: Single Target
Saving Throw: None Saving Throw: None
   
The Mage King Varashar, according to rumor, used this spell to extend his life many times during his 120 year reign.~  The Mage King Varashar, according to rumor, used this spell to extend his life many times during his 120 year reign. Similar to the spell Larloch's Minor Drain the wizard drains the life force from a target and adds it to his own. The target creature suffers 5-20 damage, while the mage gains an increase of 25% in hit points. If the mage goes over his maximum hit point total with this spell, he loses it after 4 turns.~ 
   
@1003 = ~This crown was owned by the Leader of the "Druids of The Black Woods" over 13 generations ago. However after an orc invasion crushed this druidic community, this crown has changed its owner very often. @1003 = ~This crown was owned by the Leader of the "Druids of The Black Woods" over 13 generations ago. However after an orc invasion crushed this druidic community, this crown has changed its owner very often.
   
STATISTICS: STATISTICS:
   
Special: Special:
 Protection against critical hit   Protection against critical hits 
 1 extra spell from level 1 to 3   1 extra spell for level 1 and 2 
 Charm Animal unless save vs. wands    Charm Animal unless save vs. wands (1/day)  
Range: 40 ft Range: 40 ft
Area: 1 animal Area: 1 animal
Duration: 10 turns Duration: 10 turns
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Druid~ Druid~
   
@1005 = ~Crown of the Shar'DuKha 'The Wizard's Helm' @1005 = ~Crown of the Shar'DuKha: 'The Wizard's Helm'
This crown is from the Shar'DuKha, the Elemental Templers. Crafted for users of magic it offers them protections they usually have to abandon in pursuit of their art. This crown is from the Shar'DuKha, the Elemental Templers. Crafted for users of magic it offers them protections they usually have to abandon in pursuit of their art.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: +1 Armor Class Bonus: +1
Special: Special:
 Resists certain mental attacks   Resists charm and panic 
 +1 Saving Throws  +1 Saving Throws
 +20% to protection against Fire, Acid, Cold and Electricity    
 Protects Against Critical Hits  Protects Against Critical Hits
   
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Mage (Single, Dual, or Multi Class)~ Mage (Single, Dual, or Multi Class)~
   
@1013 = ~Where most tiaras are ornamental items, this one is enchanted by the High Priests of the Chanah'Rea. It is believed that the stone that graces its front is from Stone Hedge itself. @1013 = ~Where most tiaras are ornamental items, this one is enchanted by the High Priests of the Chanah'Rea. It is believed that the stone that graces its front is from Stone Hedge itself.
   
STATISTICS: STATISTICS:
   
Special: Special:
 Resists certain mental attacks   Immune to charm 
 +1 Saving Throws  +1 Saving Throws
 +20% to Acid, Cold, Fire and Electricity resistances  +10% to elemental resistances
 Protects Against Critical Hits  Protects Against Critical Hits
   
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Druid~ Druid~
   
@1017 = ~This is the helmet worn by Ferthgil Trollslayer, son of Breachin Trollslayer. This helmet was given to Ferthgil by the Stoneheath Clan during his stay with them after his father died. Gulmoth Stonehearth, Ferthgil's mentor placed the blessing of Clanngedin upon it, to help Ferthgil channel all of his thoughts at the times that he really needs to, especially in battle. @1017 = ~This helmet was forged especially for Ferthgil Trollslayer, son of Breachin Trollslayer. Given to Ferthgil by the Stoneheath Clan during his stay with them after his father died, it fits the dwarf perfectly. Gulmoth Stonehearth, Ferthgil's mentor, placed the blessing of Clanggedin upon it to help Ferthgil channel all of his emotions when needed, especially in battle.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: None Armor Class Bonus: None
Special: Special:
 Protects Against Critical Hits  Protects Against Critical Hits
 Protects Against all forms of charms, panic and holds  Protects Against all forms of charms, panic and holds
 +50% to Magic resistance    
   
Weight: 2  Weight: 4 
   
Only usable by: Only usable by:
Ferthgil Trollslayer~ Ferthgil Trollslayer~
   
@1023 = ~Crafted from magical crystals from a now abandoned Dwarven Mine. The crystals have a natural resistance to heat and cold. @1023 = ~Crafted from magical crystals from a now abandoned Dwarven Mine. The crystals have a natural resistance to heat and cold.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: +1 Armor Class Bonus: +1
Special: Special:
 Protects Against Critical Hits  Protects Against Critical Hits
 +20% Fire Resistance  +10% Fire Resistance
 +20% Cold Resistance  +10% Cold Resistance
   
Weight: 2 Weight: 2
   
Not Usable By: Not Usable By:
Mage Mage
Bard Bard
Thief Thief
Monk Monk
Kensai~ Kensai~
   
@1025 = ~Skeezer was given this helmet by his good friend, Gothmog Stonehearth, a dwarven skald of the Stonehearth clan. Skeezer and Gothmog became good friends after Skeezer had saved Gothmog's life one night. Gothmog was ambushed by a patrol of duergar, who made their way to the surface one moonless night to seek out prey. When Skeezer saw this, he thrust his staff onto the ground, causing the sky to become as bright as any brightly lit midday sky. This of course sent the duergar running. From that day on, Gothmog and Skeezer became close friends, and Gothmog had even become interested in his Gnomish friends magical abilities, and perhaps in secret has tried out a few small spells, knowing of course that his clan would frown upon such activities. @1025 = ~Skeezer was given this helmet by his good friend, Gothmog Stonehearth, a dwarven skald of the Stonehearth clan. Skeezer and Gothmog became good friends after the gnome saved Gothmog's life. Gothmog was ambushed by a patrol of duergar, who made their way to the surface one moonless night to seek out prey. Skeezer, camping nearby, witnessed the attack and thrust his staff into the ground, causing the sky to become as bright as any midday and sending the duergar running. From that day on, Gothmog and Skeezer became close friends. Gothmog even became interested in his gnomish friend's magical abilities, and in secret tried out a few small spells when making the helm, knowing of course that his clan would frown upon such activities.
   
  Though Skeezer claims the helm is blessed with all the powers of Clangeddin himself, the prominent horns jutting from its sides impress you far more, particularly when one nearly pierces your arm. Thankfully, he seems to don it only when anticipating battle.  
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: None Armor Class Bonus: None
Special: Special:
 Protects Against Critical Hits  Protects Against Critical Hits
 Protects Against all forms of panic and boosts morale  Protects Against all forms of panic and boosts morale
 Intelligence Bonus +2  Intelligence Bonus +2
   
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Skeezer Lumpkin VI~ Skeezer Lumpkin VI~
   
@1027 = ~Bold and ornamental this helm looks to be more of a show piece then a source of protection; looks however can be very deceiving. Enchanted by the high priests of the Sukien, it provides the wearer with the strength of mind to resist all forms of temptation. @1027 = ~Bold and ornamental this helm looks to be more of a show piece then a source of protection; looks however can be very deceiving. Enchanted by the high priests of the Sukien, it provides the wearer with the strength of mind to resist all forms of temptation.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: None Armor Class Bonus: None
Special: Special:
 Protects Against Critical Hits  Protects Against Critical Hits
 Protects Against Mental Attacks    Protects Against Mental Attacks (except hold)  
   
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Paladin~ Paladin~
   
@1029 = ~This helm grants immunity to all forms of fear and panic, be their origins natural or magical. @1029 = ~This helm grants immunity to all forms of fear and panic, whether natural or magical.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: None Armor Class Bonus: None
Equipped Abilities: Equipped Abilities:
Protects Against Critical Hits Protects Against Critical Hits
Protection from Fear Protection from Fear
Weight: 2 Weight: 2
Not Usable By: Not Usable By:
Mage Mage
Bard Bard
Thief~ Thief~
   
@1032 = ~Upon closer inspection, one discovers that the armor is not made from leather at all, but from an intricate weave of vines and thorn bush branches. The armor is a gift from the nymphs to the druids, a token of admiration for their endless protection of the forests. @1032 = ~Upon closer inspection, one discovers that the armor is not made from leather at all, but from an intricate weave of vines and thorn bush branches. The armor is a gift from the nymphs to the druids, a token of admiration for their endless protection of the forests.
   
STATISTICS: STATISTICS:
   
Armor Class: 3  Armor Class: 5 
Saving Throws: +1 bonus Saving Throws: +1 bonus
Weight: 4 Weight: 4
   
Only usable by: Only usable by:
Druid (single, dual, & multi-class)~ Druid (single, dual, & multi-class)~
   
@1034 = ~This leather was fashioned from the charred remains of a dragon struck down by lightning. Last known to be worn by Shrethu Reogher, the warlock. One must hope that he is dead, for if it were removed from him while he was still alive he is sure to come looking for it. @1034 = ~This leather was fashioned from the charred remains of a dragon struck down by lightning. Last known to be worn by Shrethu Reogher, the warlock. One must hope that he is dead, for if it were removed from him while he was still alive he is sure to come looking for it.
   
STATISTICS: STATISTICS:
   
Armor Class: 0  Armor Class: 3 (0 vs missiles) 
Saving Throws: +3 bonus Saving Throws: +1 bonus
Special: Resist Electricity   Special: Resist Electricity +25%  
Weight: 4 Weight: 4
Requires: 6 Strength Requires: 6 Strength
   
Only usable by: Only usable by:
Druid~ Druid~
   
@1038 = ~This plate armor, made of strong plates of mithril alloy, was crafted by Fergil Trollslayer under the tutelage of Otho Truehammer, master smithy, leader of Clan Truehammer and father of his best friend Tearlac Truehammer. Ferthgil has shown himself quite a worthy smithy, but prefers the battlefield to the forge. This armor has the equivalent abilities of normal plate mail that has been enchanted to give it a +5 armor class bonus. However, no magic or enchantments were utilized in the creation of this armor. @1038 = ~This plate armor, made of strong plates of mithril alloy, was crafted by Fergil Trollslayer under the tutelage of Otho Truehammer, master smithy, leader of Clan Truehammer and father of his best friend Tearlac Truehammer. Ferthgil has shown himself quite a worthy smithy, but prefers the battlefield to the forge. This armor has the equivalent abilities of normal plate mail that has been enchanted to give it a +2 armor class bonus. However, no magic or enchantments were utilized in the creation of this armor.
   
STATISTICS: STATISTICS:
   
Armor Class: -2  Armor Class: 1 (-2 vs. slashing) 
   
Weight: 30 Weight: 30
Requires: 14 Strength Requires: 14 Strength
   
Only usable by: Only usable by:
Dwarves and Gnomes~  Ferthgil Trollslayer~ 
   
@1040 = ~This plate mail has been blessed to provide extra protection when fighting against large enemies and monsters. Conchobhair find's it to be just perfect for his chosen path of Dragonslayer, giving him good protection and allowing a certain degree of freedom of movement.  @1040 = ~Blessed Plate Mail Armor 
  This plate mail has been blessed to provide extra protection when fighting against large enemies and monsters. Conchobhair finds it to be just perfect for his chosen path of Dragonslayer, giving him good protection and allowing a certain degree of freedom of movement.  
   
STATISTICS: STATISTICS:
   
Armor Class: -2  Armor Class: 2 (-1 vs. slashing) 
Weight: 50    
   
Usable By:  Weight: 18 
  Requires: 11 Strength  
   
  Only usable by:  
Conchobhair~ Conchobhair~
   
@1042 = ~Forged from magical crystals mined from a now abandoned Dwarven mine. The crystals have a natural resistance to fire and cold. @1042 = ~Forged from magical crystals mined from a now abandoned Dwarven mine. The crystals have a natural resistance to fire and cold.
   
STATISTICS: STATISTICS:
   
Armor Class: 1  Armor Class: 2 
Special: Special:
 +20% Fire Resistance  +15% Fire Resistance
 +20% Cold Resistance  +15% Cold Resistance
   
Weight: 20 Weight: 20
Requires: 11 Strength Requires: 11 Strength
   
Not Usable By: Not Usable By:
Bard Bard
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Archer Archer
Stalker Stalker
Barbarian Barbarian
Beast Master Beast Master
Kensai Kensai
Shapeshifter~ Shapeshifter~
   
@1048 = ~This is the personal armor of Thorfinn Hauskluniff. The armor's special construction of interlocking hide plates makes it much lighter than normal hide armor.  @1048 = ~This is the personal hide armor of Thorfinn Hauskluniff. Though it does not possess any magical abilities, it is a well-constructed piece, almost appearing to be traditional leather due to its cut and design. A snarling wolf emblazoned on the breast evokes its wilder origins. 
   
STATISTICS: STATISTICS:
   
Armor Class: 6   Armor Class: 6 (8 vs. piercing and missile)  
Weight: 3 Weight: 3
Only usable by: Only usable by:
Thorfinn Hauskluniff~ Thorfinn Hauskluniff~
   
@1054 = ~The Splint Mail is the preferred armor of the crusader class warrior, also know as the paladin. Often called religious zealots these warriors fight strongly with great faith in the laws that they boldly defend. @1054 = ~The Splint Mail is the preferred armor of the crusader class warrior, also know as the paladin. Often called religious zealots these warriors fight strongly with great faith in the laws that they boldly defend.
   
STATISTICS: STATISTICS:
   
Armor Class: 0  Armor Class: 2 
Special: Special:
 +2 to all saving throws  +1 to all saving throws
 +25% to all resistances   +20% max HP 
   
Weight: 20 Weight: 20
Requires: 8 Strength Requires: 8 Strength
   
Only usable by: Only usable by:
Paladin Paladin
Cleric (Lawful Good Only)~ Cleric (Lawful Good Only)~
   
@1055 = ~Chain Mail +2 'Blessed Chain Mail'~ @1055 = ~Chain Mail +2: 'Blessed Chain Mail'~
   
@1056 = ~This +2 Chain Mail is often worn by priests who are on quests for their faiths. When worn, the priest is blessed with an aid spell. @1056 = ~This +2 Chain Mail is often worn by priests who are on quests for their faiths. When worn, the priest is blessed with an aid spell.
   
STATISTICS: STATISTICS:
   
Armor Class: 3 Armor Class: 3
  Special: Aid  
Weight: 10 Weight: 10
Requires: 7 Strength Requires: 7 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Archer Archer
Stalker Stalker
Kensai Kensai
Beast Master Beast Master
Shapeshifter~ Shapeshifter~
   
@1058 = ~Sukien Holy Armor, worn by the Holy Guard of the Sukien Temple, this mail possess great magic. Boasting of never being defeated in battle, the Holy Guard are staunch zealots with a will to win that is believed by many to be a gift from the very heavens. This trademark armor with its emblem proudly displayed on the chest is as brash and bold as its wearers. @1058 = ~Sukien Holy Armor, worn by the Holy Guard of the Sukien Temple, this mail possess great magic. Boasting of never being defeated in battle, the Holy Guard are staunch zealots with a will to win that is believed by many to be a gift from the very heavens. This trademark armor with its emblem proudly displayed on the chest is as brash and bold as its wearers.
   
STATISTICS: STATISTICS:
   
Armor Class: -1  Armor Class: 0 
Special: Protection from Poison Special: Protection from Poison
Weight: 18 Weight: 18
Requires: 11 Strength Requires: 11 Strength
   
Only usable by: Only usable by:
Paladin~ Paladin~
   
@1060 = ~This is Jet'laya's personal set of chainmail. It was forged for her by her twin brother, Rennar. Despite the unusual coloration, it appears to be a normal set of elven chainmail.   @1060 = ~This is Jet'laya's personal set of chainmail. This extremely light chainmail is made of very fine mithral links and was forged for her by her twin brother, Rennar.  
   
STATISTICS: STATISTICS:
   
Armor Class: 4  Armor Class: 5 (3 vs. slashing, 7 vs. crushing) 
  Special: Spellcasting is not disabled  
Weight: 15 Weight: 15
   
Only usable by: Only usable by:
Jet'laya~ Jet'laya~
   
@1061 = ~Splint Mail Armor +4 - Korim's Skin~  @1061 = ~Splint Mail Armor: 'Korim's Skin'~ 
   
@1062 = ~Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet nearly impervious to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer.  @1062 = ~Curiously tinged with green, this heavily enchanted armor is unusually light and supple for splint mail. Constructed by the Netherese sorcerer and ranger Korim, it allowed him far greater protection than robes while also enabling him to take full advantage of his range of casting ability. 
   
STATISTICS: STATISTICS:
   
Armor Class: 0  Armor Class: 4 (3 vs. piercing and missile, 2 vs. crushing) 
Special: Special:
 Regeneration 1HP every 2 rounds   Does not impair casting ability 
 Mage Skills Unimpaired    
   
Weight: 7 Weight: 7
   
Not Usable By Not Usable By
  Druid  
  Mage  
Monk Monk
Kensai~  Archer 
  Stalker  
  Kensai  
  Beast Master  
  Shapeshifter~  
   
@1063 = ~CúChoinneach's Personal Leather Armor +4~  @1063 = ~CúChoinneach's Personal Studded Leather Armor +2~ 
   
@1064 = ~CúChoinneach made this armor for himself during his days as a ranger. @1064 = ~CúChoinneach constructed this armor for himself during his days as a ranger.
   
STATISTICS: STATISTICS:
   
Armor Class: 3  Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile) 
Special: +15% Hide in Shadows Special: +15% Hide in Shadows
   
Weight: 8 Weight: 8
   
Only usable by: Only usable by:
CúChoinneach~ CúChoinneach~
   
@1065 = ~Keiria Silverstring's Studded Leather Bard Armor +1~  @1065 = ~Keiria's Bard Armor~ 
   
@1066 = ~Keiria has maintained close ties to her elven heritage and as a result has been able to obtain a few elven enchanted items by her kin. One of those items is this leather armor. It provides her with good leather +1 protection and allows her the ability to cast spells while being worn.  @1066 = ~Keiria has maintained close ties to her elven heritage, and as a result has been able to obtain a few enchanted items from her long-lived kin. Among them is this studded leather armor, magically imbued with protective spells and in turn designed to allow the wearer more freedom when casting spells. 
   
STATISTICS: STATISTICS:
   
Armor Class: 6   Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile)  
Weight: 15  Weight: 10 
   
Only usable by: Only usable by:
Keiria Silverstring~ Keiria Silverstring~
   
@1070 = ~This set of armor was created by a gnomish master craftsman and enchanted to offer better protection against unforeseen accidents. The tools and equipment stored in the armor makes finding and picking locks easier. @1070 = ~This set of armor was created by a gnomish master craftsman and enchanted to offer better protection against unforeseen accidents. The tools and equipment stored in the armor makes finding and picking locks easier.
   
STATISTICS: STATISTICS:
   
Armor Class: 5 Armor Class: 5
Weight: 8 Weight: 8
Requires: 6 Strength Requires: 6 Strength
   
  Special: +10% Find Traps/Pick Locks  
   
Only usable by: Only usable by:
Thief~ Thief~
   
@1074 = ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws.  @1074 = ~Colorful, bright and... colorful... Skeezer's robe could aptly be described as a riot of red, particularly when adorned with the many trinkets he holds in high regard. The gnome claims that he invented a new kind of fabric when creating it, one that protects from the withering breath of dragons, the insidious tentacles of mind flayers and the magical blasts of beholders. From what you can tell, the robe would have a difficult time stopping the dagger of a lame kobold. Nonetheless, given Skeezer's skill as a mage, you have no doubt that it carries at least some magical protection. 
   
STATISTICS: STATISTICS:
   
Armor Class: 5  Armor Class: 7 
Magic Resistance: +5%  Special: 
Saving Throws: +1 bonus   Magic Resistance: +5% 
   Saving Throws: +1 bonus  
Weight: 6 Weight: 6
   
Only usable by: Only usable by:
Skeezer Lumpkin VI~ Skeezer Lumpkin VI~
   
@1078 = ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of evil alignment.  @1078 = ~This powerful robe is rumored to have a dark history. Supposedly created by the archmage Halaster to torment young magelings, it has sown chaos in its travels through the Realms, leaving murder and betrayal in its wake. Despite boasting potent protective enchantments, it has rarely remained with a single owner for long, and some whisper that the robe itself desires nothing less than the destruction of any who seek to claim it. 
   
STATISTICS: STATISTICS:
   
Armor Class: +2 Bonus Armor Class: +1 Bonus
Magic Resistance: +25%  Saving Throws: +1 bonus 
Saving Throws: +3 bonus  Magic Resistance: +10% 
Weight: 6 Weight: 6
   
Only usable by: Only usable by:
Mage (single, dual, & multi-class) Mage (single, dual, & multi-class)
Evil-aligned character~ Evil-aligned character~
   
@1080 = ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance. Due to the nature of its enchantment, it can only be removed by remove curse. @1080 = ~This powerful robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance. Due to the nature of its enchantment, it can only be removed by remove curse.
   
STATISTICS: STATISTICS:
   
Armor Class: 3  Armor Class: 4 
Magic Resistance: +50%  Magic Resistance: +10% 
Special: Special:
 Immune to 1st, 2nd & 3rd level spells  Immune to 1st & 2nd level spells
 +4 to 1st, 2nd & 3rd level spells    
 Sets Intelligence and Wisdom to 19    
 Increased spell casting speed    
 Immune to all non-magical weapons  Immune to all non-magical weapons
   One extra 3rd and 4th level spell (arcane & divine)  
   +1 to Intelligence and Wisdom  
   Increases spell casting speed by 1  
   
Weight: 6 Weight: 6
   
Usable by: Usable by:
All~ All~
   
@1082 = ~This robe was originally a present from the famous mage Drakelor to a friend, who had to go on a long and dangerous journey. Unfortunately, the robe was stolen as the friend rested in an inn after a tiring walk. The thief, who knew well about his loot's value, but not about its origin, arranged a meeting with the most powerful mage he knew. Drakelor, however, recognized his work and immediately understood what had happened. The thief's fate does not need further description. @1082 = ~This robe was originally a present from the famous mage Drakelor to a friend, who had to go on a long and dangerous journey. Unfortunately, the robe was stolen as the friend rested in an inn after a tiring walk. The thief, who knew well about his loot's value, but not about its origin, arranged a meeting with the most powerful mage he knew. Drakelor, however, recognized his work and immediately understood what had happened. The thief's fate does not need further description.
   
STATISTICS: STATISTICS:
   
Armor Class: +1 bonus Armor Class: +1 bonus
Saving Throws: +2 bonus Saving Throws: +1 bonus
Weight: 3 Weight: 3
   
Only usable by: Only usable by:
Mages (Single, Dual, and Multi-class)~ Mages (Single, Dual, and Multi-class)~
   
@1083 = ~Drow Mage Robe~  @1083 = ~Drow Mage Cloak~ 
   
  @1084 = ~Powerful drow mages are often seen wearing fine cloaks that cause them to blend into their surroundings, making it quite difficult to face them in battle. The material used to make these cloaks does not cut easily and is fire resistant.  
   
@1084 = ~High level drow mages wear a robe that provides a 75% chance of remaining undetected in shadows. The material used to make these robes does not cut easily and is fire resistant; giving the robe a +6 bonus to saving throws vs. fire. These robes can only be worn by those of elven size and build. Because of the nature of drow cloth, if exposed to sunlight, irreversible decay begins. Within 2 to 12 days, it will lose all its protective properties and rot, becoming totally worthless.  This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. 
   
STATISTICS: STATISTICS:
   
Armor Class: 3 Armor Class: 3
Special: Special:
 Raises Intelligence by 2  Raises Intelligence by 2
 Memorize one extra spell per level up to level 9    Memorize one extra 6th and 7th level spell  
 +6 Save vs. Breath Weapon  +6 Save vs. Breath Weapon
 +75% to Fire Resistance  +50% to Fire Resistance
 Non-Detection   Non-detection 
   
Weight: 1 Weight: 1
   
Only usable by: Only usable by:
Mage (Single, Dual, and Multi-classed)~ Evil Mage (Single, Dual, and Multi-classed)~
   
@1086 = ~A foul artifact indeed. Woven from the fabric of the Abyss itself, these powerful robes offer protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its origin, it can only be worn by mages of evil alignment. @1086 = ~A foul artifact indeed. Woven from the fabric of the Abyss itself, these powerful robes offer protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its origin, it can only be worn by mages of evil alignment.
   
STATISTICS: STATISTICS:
   
Armor Class: +5 Bonus Armor Class: +2 Bonus
Magic Resistance: +25%  Magic Resistance: +10% 
Saving Throw: +5 bonus Saving Throw: +2 bonus
Bonus Spells: +3(Lv 1-5), +1(Lv 6-8)  Bonus Spells: +1(Lv 5-7) 
   
Constitution: -30% Constitution: -30%
Special: Never Need Sleep    
   
Weight: 6 Weight: 6
   
Only usable by: Only usable by:
Mage (single, dual, & multi-class) Mage (single, dual, & multi-class)
Evil-aligned character~ Evil-aligned character~
   
@1088 = ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment. @1088 = ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment.
   
STATISTICS: STATISTICS:
   
Armor Class: +2 Bonus Armor Class: +1 Bonus
Magic Resistance: +25%  Magic Resistance: +10% 
Saving Throw: +3 bonus Saving Throw: +1 bonus
Weight: 6 Weight: 6
   
Only usable by: Only usable by:
Mage (single, dual, & multi-class) Mage (single, dual, & multi-class)
Good-aligned character~ Good-aligned character~
   
@1102 = ~Stolen from the temple of Erreth-Akbe, the cloak was recovered by Archdruid Yarrow when he sought out his revenge against those who defaced his temple. It was rumored that the cloak was given to his son Shephesh as a gift. @1102 = ~Stolen from the temple of Erreth-Akbe, the cloak was recovered by Archdruid Yarrow when he sought out his revenge against those who defaced his temple. It was rumored that the cloak was given to his son Shephesh as a gift.
   
STATISTICS: STATISTICS:
   
Armor Class: +2    
   
Special: Special:
 Increased Stealth   Move Silently: +20% 
 Non Detection   Non-detection 
   
Weight: 3 Weight: 3
   
Only usable by: Only usable by:
Ranger~ Ranger~
   
@1103 = ~Cloak of Protection +3~  @1103 = ~Mystra's Cloak~ 
   
@1104 = ~Cloak of Protection +3: 'Mystra's Cloak' @1104 = ~Cloak of Protection: 'Mystra's Cloak'
These cloaks are said to be given only to a chosen few of Mystra's most worthy priests. Although, due to some of these priests 'untimely' demise, a few cloaks have been seen outside the ranks of this religious organization. The cloak gives the wearer bonuses to physical and magical attacks as well as protection from undead attacks. These cloaks are said to be given only to a chosen few of Mystra's most worthy priests. Although, due to some of these priests 'untimely' demise, a few cloaks have been seen outside the ranks of this religious organization. The cloak gives the wearer bonuses to physical and magical attacks as well as protection from undead attacks.
   
STATISTICS: STATISTICS:
   
Armor Class: +3 bonus Armor Class: +2 bonus
Saving Throw: +2 bonus Saving Throw: +1 bonus
Special: Protection from Undead   Special: Negative Plane Protection  
   
Weight: 3 Weight: 3
   
Not Usable By  Only usable by 
Wizardslayer~  Mage (Single, Dual, & Multiclass)~ 
   
@1108 = ~These bracers are made of dragon skin leather. Similar items are made by druidic craftsmen on rare occasions such as the death of an old dragon of a dragon whelp. @1108 = ~These bracers are made of dragon skin leather. Similar items are made by druidic craftsmen on rare occasions such as the death of an old dragon of a dragon whelp.
   
STATISTICS: STATISTICS:
   
Armor Class: 2  Armor Class: 4 
Weight: 2 Weight: 2
   
Not Usable By: Not Usable By:
Wizardslayer Wizardslayer
Kensai~ Kensai~
   
@1114 = ~Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent. It was for just these times that Sharga commissioned these gloves to be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat. @1114 = ~Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent. It was for just these times that Sharga commissioned these gloves to be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat.
   
STATISTICS: STATISTICS:
   
Armor Class: 0    
   
Special: Special:
 Increased Attacks   +1 attack per round 
 Increased Saving Throws  +1 to all Saving Throws
 +25% to Magic Resistance    
   
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Mage (Single Class Only)~ Mage (Single Class Only)~
   
@1116 = ~Throughout time druids and rangers have struggled to protect the wild from the ever encroaching civilization. On occasion the dwellers of the wild do grant these zealots with favors to aid them in their endeavors to protect them. @1116 = ~Throughout time druids and rangers have struggled to protect the wild from the ever encroaching civilization. On occasion the dwellers of the wild do grant these zealots with favors to aid them in their endeavors to protect them.
   
STATISTICS: STATISTICS:
   
Armor Class: 2  Armor Class: +3 vs missiles 
Special: Special:
 Increased Attacks   +3 to Saving Throws against Petrification 
 Increased Resistance to Petrification    
   
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Druids Druids
Rangers~ Rangers~
   
@1118 = ~The exact origin of these bracers in unknown. Throughout history, there have been numerous rumors to its current whereabouts and its origins. Dispute their age the enchantments placed upon these bracers is still very strong, unlike many artifacts of a similar age. @1118 = ~The exact origin of these bracers in unknown. Throughout history, there have been numerous rumors to its current whereabouts and its origins. Dispute their age the enchantments placed upon these bracers is still very strong, unlike many artifacts of a similar age.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: +2  Base AC: set to 7 
Special: Special:
 Increase Spell Casting Speed    Increase Spell Casting Speed by 1  
   
Weight: 2 Weight: 2
   
Only usable by: Only usable by:
Mage Mage
Bard~ Bard~
   
@1120 = ~Throughout time, many deities have been know to grant boons to their followers in the way of blessed items. Even though the exact origins of these gauntlets are unknown that must surely be the case with this particular set. @1120 = ~Throughout time, many deities have been know to grant boons to their followers in the way of blessed items. Even though the exact origins of these gauntlets are unknown that must surely be the case with this particular set.
   
STATISTICS: STATISTICS:
   
THAC0: +3 bonus THAC0: +2 bonus
Damage: +3 bonus Damage: +2 bonus
Weight: 1 Weight: 1
   
Only usable by: Only usable by:
Cleric (single and multi-classed)~ Cleric (single and multi-classed)~
   
@1128 = ~Similar rings are often given to apprentice's that show exceptional skill or merit. @1128 = ~Similar rings are often given to apprentice's that show exceptional skill or merit.
   
STATISTICS: STATISTICS:
   
Special: adds two 1st, one 2nd, and one 3rd level spells Special: adds one 1st and one 2nd level spells
   
Usable By: Usable By:
Mage Mage
Bard~ Bard~
   
@1129 = ~Ghaunadaur Priest Ring~  @1129 = ~Ring of Ghaunadaur~ 
   
@1131 = ~An improved version of the Ghaunadaur Priest Ring. This one provides immunity to poison and acid.  @1131 = ~A highly unpredictable deity, Ghaunadaur often rewards his loyal followers with boons and gifts, including rings such as this. On the other hand, he just as often rewards those zealots with torture and death. 
   
  Equipped abilities:  
  Immunity to poison and acid  
   
Usable by: Usable by:
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger~ Ranger~
   
@1135 = ~Many rumors have been passed around the Sword Coast about a chirping squirrel that has a lucky wardstone. However, no one has been able to confirm these rumors.  @1135 = ~Many rumors are passed around the Sword Coast about a chirping squirrel that guards a lucky wardstone. However, no one had ever been able to confirm these rumors until now. 
   
STATISTICS: STATISTICS:
   
+1 to Luck +1 to Luck
   
Not Usable By: Not Usable By:
Wizardslayer~ Wizardslayer~
   
@1137 = ~The exact origins of this ring are unknown, however, it is believed that this ring was in the possession of an older mage living in a small village and acting as their 'wise man' before he died. @1137 = ~The exact origins of this ring are unknown, however, it is believed that this ring was in the possession of an older mage living in a small village and acting as their 'wise man' before he died.
   
STATISTICS: STATISTICS:
   
Spells: adds one 2nd, 3rd, and 4th level spells  Spells: adds one 3rd and 4th level spell 
   
Usable By: Usable By:
Mage Mage
Bard~ Bard~
   
@1142 = ~Bard's Ring~ @1142 = ~Keiria's Bard Ring~
   
@1143 = ~While the exact origins of this ring are unknown, many believe it was created around 200 years ago.    
   
It is set with a single stone of an unknown type that radiates a slight glow. Though the ring is cold to the touch, the chill is strangely comforting.  @1143 = ~This ring once belonged to the famous bard Morridin. The Mage King Varashar, a descendent of the Netherese mages, held a seven-year contest to find the most accomplished bard in both magic and music. When Morridin finally overcame his competitors with his own variation of a simple cantrip, Varashar awarded him with the title of Court Bard and this ring. 
   
STATISTICS: STATISTICS:
   
Memorize 1 Additional 1st Level Spell  Special: Grants 1 extra bard spell from 1st to 3rd levels 
Memorize 1 Additional 3rd Level Spell    
Memorize 1 Additional 5th Level Spell    
   
Only usable by: Only usable by:
Bards~  Keiria Silverstring~ 
   
@1145 = ~Enchanted with magic by the High Priests of the Sukien Temple, this ring is worn by all those who protect the temple from evil. @1145 = ~Enchanted with magic by the High Priests of the Sukien Temple, this ring is worn by all those who protect the temple from evil.
   
STATISTICS: STATISTICS:
   
Armor Class: +1 bonus Armor Class: +1 bonus
Saving Throws: +2 bonus Saving Throws: +1 bonus
Special: Protection from Petrification   Special: Protection from Petrification (1/day)  
   
Only usable by: Only usable by:
Paladin~ Paladin~
   
@1146 = ~Ring of Fire Shielding~  @1146 = ~Ring of Fire Shielding: 'Charvirak's Glow'~ 
   
@1147 = ~Ring of Fire Shielding, "Charvirak's Glow"  @1147 = ~During the invasion of the Black Horde, in which even the southern nations were overrun, the druid Charvirak sought desperately to protect the Forest of Tethir from the fires started by rampaging orcs and goblins. Capturing the essence of an efreeti in this ring, he used it to walk directly through the flames of the burning trees, putting them out before they could cause any lasting damage. 
Since the dawn of time Warlocks have used the elements around them to both attack and defend. This ring was the handiwork of a great warlock Charvirak of Corymer. It is said that he stole the essence of a fire golem and trapped it within the ring.    
   
STATISTICS: STATISTICS:
   
Armor Class Bonus +4  Armor Class Bonus +1 
Special: Special:
 Resistance to Non-Magical Weapons   30% Resistance to Fire 
 Gives Immunity to Fire    
   
Only usable by: Only usable by:
Druid~ Druid~
   
@1149 = ~This ring belonged to Jet'laya's mother.~  @1149 = ~This ring belonged to Jet'laya's mother. It is of elven origin and contains a strong enchantment that protects Jet'laya from coming under the influence of charm spells and effects. 
   
  STATISTICS:  
   
  Special:  
   Immunity from Charm and Dire Charm~  
   
@1151 = ~Davaeorn, @1151 = ~Davaeorn,
My sources have told me that a small band of mercenaries, some of which may be members of the Harpers were in the area of the Friendly Arm Inn. I sent Tarnesh to investigate and stop whoever it is, but I have not heard back from him. I suggest you send Drasus and Genthore to the Friendly Arm Inn immediately. Notify Tazok of the situation.    
   
Reiltar~  My sources have told me that a small band of mercenaries, some of whom may be members of the Harpers, were in the area of the Friendly Arm Inn. I sent Tarnesh to investigate and stop them, but I have not heard back from him. I suggest you send Drasus and Genthore to the Friendly Arm Inn immediately, and notify Tazok of the situation. 
   
  Rieltar~  
   
@1152 = ~Otho my friend, @1152 = ~Otho my friend,
   
Here are the brave adventurers that I told ye about. I would appreciate it if you would create for them a mace of the finest quality and strength. They performed a great service for me and have proved themselves worthy. The weapon will be very important to them in the very near future. These are the brave adventurers I spoke of whom I spoke. I would be grateful if you would create for them a mace of the finest quality and strength. They performed a great service for me and have proved themselves worthy. The weapon will be very important to them in the very near future.
   
Your friend, Your friend,
Lennan~ Lennan~
   
@1153 = ~Lord Daerthmac, @1153 = ~Lord Daerthmac,
   
I devote my body, soul and mind to serve ye and love thee as I have never known. I devote my body, soul and mind to serve ye and love thee as I have never known.
   
Yours for eternity, Yours for eternity,
Clairis~ Clairis~
   
@1154 = ~Friends, @1154 = ~Friends,
You acted bravely and honorable. With your help we stopped Lord Daerthmac from spreading terror any further. I regret that so many of you have lost your lives. I should have never endangered you in a fight that was mine alone. I leave now because that is the way of my life. However, if I were to ever adventure with a group again, I would hope that they are as brave and honorable as you.    
  You acted bravely and honorably. With your help we stopped Daerthmac from spreading terror any further. But I must now depart, for my mission is not yet ended. Other evils still threaten the Sword Coast and beyond, and I fear that we may not have heard the last of the vampire or his ilk. However, if I were to ever adventure with a group again, I would hope that they are as brave and honorable as you.  
   
Fare thee well, Fare thee well,
CúChoinneach agus Madadh n'SgÅ•il~  CúChoinneach agus Madadh n'Sgail~ 
   
@1156 = ~Thomic, @1156 = ~Thomic,
You left the shopping list at home again. Do not forget to bring these goods with you when you come home.    
  You left the shopping list at home again. Don't forget to bring these goods with you when you come home:  
   
Bread Bread
Milk Milk
Chicken Chicken
   
Make sure they are fresh. Also did you bring your rain tunic? It looks like it may rain.   Make sure they are fresh. Also, did you bring your rain tunic? It looks like it may rain. Hurry back and try not to stop at every bar between here and there.  
   
Hurry back and try no to stop at every bar between here and there.    
   
Katerin~ Katerin~
   
@1171 = ~When Neshum Serret was leading his forces against the orcs he brought with him a young bard whom he gave a gift, a horn enchanted with great power. At the start of each battle the bard would play Battle Cry, the strange and menacing sound it made struck fear into the hearts of many on the opposing side. @1171 = ~When Neshum Serret was leading his forces against the orcs he brought with him a young bard whom he gave a gift, a horn enchanted with great power. At the start of each battle the bard would play Battle Cry, the strange and menacing sound it made struck fear into the hearts of many on the opposing side.
   
STATISTICS: STATISTICS:
   
Special: Cause enemies to run in fear unless they save vs. spells   Special: Cause enemies to run in fear unless they save vs. spells (+2)  
Range: 100 ft Range: 100 ft
Area: 20 ft radius Area: 20 ft radius
Duration: 15 rounds Duration: 15 rounds
   
Only usable by: Only usable by:
Bard~ Bard~
   
@1177 = ~The origins of this lute are not known, its creator however did seem to take that old adage "Music has charms..." to a new level. When played by a skilled musician this instrument produces a sound that can leave the target audience totally beholding. @1177 = ~The origins of this lute are not known, its creator however did seem to take that old adage "Music has charms..." to a new level. When played by a skilled musician this instrument produces a sound that can leave the target audience totally beholding.
   
STATISTICS: STATISTICS:
   
Special: Dire Charm   Special: Dire Charm (10 rounds)  
Range: 100 ft Range: 30 ft
Area: 1 creature Area: 1 creature
   
Only usable by: Only usable by:
Bard~ Bard~
   
@1241 = ~This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you begin to become more knowledgeable and somehow feel that you have the abilities of a mage with twice the experience of your former self. @1241 = ~This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you begin to become more knowledgeable and somehow feel that you have the abilities of a mage with twice the experience of your former self.
   
STATISTICS: STATISTICS:
   
Doubles all experience points upon reading The character gains 10000 experience points upon reading
Special: The book is consumed upon use Special: The book is consumed upon use
Usage: Place into quick item slot Usage: Place into quick item slot
   
Usable by: Usable by:
Mage (Single Class Only)~ Mage (Single Class Only)~
   
@124100 = ~Experience points doubled~  @124100 = ~10000 Experience points gained~ 
   
@1245 = ~The water in this vial has been blessed and when thrown on any undead creature will do 1d8 equivalent acid damage.~ @1245 = ~The water in this vial has been blessed and when thrown on any undead creature will do 2d8 equivalent acid damage.~
   
@1249 = ~The carvings on the amulet speak of life and power from the mother goddess. There is one unmistakable runic mark, the symbol of Erreth-Akbe, the great northern druid’s temple. Though clearly ancient the charm still glistens like it was new, its power must lie within its resilience. Upon a closer inspection you note some small signs of wear; perhaps its power is not as eternal as the goddess it pays homage to. @1249 = ~The carvings on the amulet speak of life and power from the mother goddess. There is one unmistakable runic mark, the symbol of Erreth-Akbe, the great northern druid’s temple. Though clearly ancient the charm still glistens like it was new, its power must lie within its resilience. Upon a closer inspection you note some small signs of wear; perhaps its power is not as eternal as the goddess it pays homage to.
   
STATISTICS: STATISTICS:
   
Special: Gain Protection from Acid Special: Gain 25% Protection from Acid
   
Only usable by: Only usable by:
Neutral Alignment~ Neutral Alignment~
   
@1258 = ~This amulet bares the trademark symbol of the Segoy, a ruthless band of assassins. The evil seems almost to radiate from the amulet as you hold it in your hands. This particular one is enchanted with magics providing a protective charm, although you can sense that there is a limit to its powers. @1258 = ~This amulet bares the trademark symbol of the Segoy, a ruthless band of assassins. The evil seems almost to radiate from the amulet as you hold it in your hands. This particular one is enchanted with magics providing a protective charm, although you can sense that there is a limit to its powers.
   
STATISTICS: STATISTICS:
   
Special: Gain Protection from Fire Special: Gain 25% Protection from Fire
   
Only usable by: Only usable by:
Evil Alignment~ Evil Alignment~
   
@1260 = ~You are a very lucky adventurer indeed. This Bluestone Necklace increases your Dexterity and gives you a +3 THAC0 bonus! Just don't let it fall into the wrong hands..... @1260 = ~You are a very lucky adventurer indeed. This Bluestone Necklace increases your Dexterity and gives you a +1 THAC0 bonus! Just don't let it fall into the wrong hands.....
   
Special: Special:
 +3 Dexterity Bonus and +3 THAC0 while wearing  +1 Dexterity Bonus and +1 THAC0 while wearing
   
Not Usable By: Not Usable By:
Wizardslayer~ Wizardslayer~
   
@1265 = ~Similar gifts are often bestowed upon apprentice's that have finished or are close to finishing their apprenticeship with a mage. @1265 = ~Similar gifts are often bestowed upon apprentice's that have finished or are close to finishing their apprenticeship with a mage.
   
STATISTICS: STATISTICS:
   
Spells: adds one 1st, two 2nd, and 3rd level spells  Spells: bonus 3rd level spell 
   
Usable By: Usable By:
Mage Mage
Bard~ Bard~
   
@1273 = ~This arrow is twisted and black, almost radiating evil as if possessed by something larger then itself. It was made specifically to pierce the mighty armor-like scales to kill one type of creature and one type only. In this case the ever feared dragon. This arrow will kill any minor dragon or wyvern outright, does extra damage larger dragons and wyrms and has a greater chance of slaying one of the greatest threats to elven forest, the Green or Forest Dragon.  @1273 = ~This arrow is twisted and black, almost radiating evil as if possessed by something larger then itself. It was made specifically to pierce the mighty armor-like scales to kill one type of creature and one type only. In this case the ever feared dragon. This arrow will kill any wyvern outright and does extra damage to dragons. 
   
STATISTICS: STATISTICS:
   
Damage: 1D6 Damage: 1D6
Damage type: missile (piercing) Damage type: missile (piercing)
   
Special: Special:
 Slay Minor Dragons and Wyvern upon contact    Slays Wyverns upon contact (save negates)  
 +3 Damage/+3 To Hit all Dragons  +3 Damage/+3 To Hit all Dragons
 10% chance to slay all Dragons    
   
Weight: 0 Weight: 0
Launcher: Bow~ Launcher: Bow~
   
@1283 = ~Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. @1283 = ~Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 1   Damage: 1D8  
THAC0: +1  Special: dispel magic (save vs spells at +2) 
Special: dispel magic    
Damage type: missile (piercing) Damage type: missile (piercing)
Launcher: Crossbow~ Launcher: Crossbow~
   
@1289 = ~This bullet not only embedded with magical currents so to be a little more balanced and lighter as it jumps towards an opponent, but it is also soaked in holy water, thus providing extra damage to undead creatures. @1289 = ~This bullet not only embedded with magical currents so to be a little more balanced and lighter as it jumps towards an opponent, but it is also soaked in holy water, thus providing extra damage to undead creatures.
   
STATISTICS: STATISTICS:
   
Damage: 1D4 + 2 Damage: 1D4 + 2
THAC0: +1 THAC0: +1
Special: Special:
 2D3 to undead creatures  Additional 2D3 damage to undead creatures
Damage type: missle (piercing) Damage type: missle (piercing)
Launcher: sling~ Launcher: sling~
   
@1294 = ~One of the many gifts bestowed upon the protectors of the forests, these boots provide the wearer with a little extra speed, stealth, and an ability to avoid getting trapped.  @1294 = ~One of the many gifts bestowed upon the protectors of the forests, these boots provide the wearer with a little extra speed, stealth, and an ability to avoid getting trapped(web, grease or entangle). 
   
STATISTICS: STATISTICS:
   
Only usable by: Only usable by:
Druid (Single Class Only) Druid (Single Class Only)
Ranger (Single Class Only)~ Ranger (Single Class Only)~
   
@1296 = ~Boots of Valor: 'Thunderfoot' @1296 = ~Boots of Valor: 'Thunderfoot'
The magic of these boots was specifically designed to aid the wearer in resisting bludgeoning attacks. They plant the wearer’s feet firmly on the ground giving them the ability to withstand the blow. The magic of these boots was specifically designed to aid the wearer in resisting bludgeoning attacks. They plant the wearer’s feet firmly on the ground giving them the ability to withstand the blow.
   
STATISTICS: STATISTICS:
   
Armor Class bonus: +5 vs. blunt weapons Armor Class bonus: +3 vs. blunt weapons
Weight: 18 Weight: 18
   
Not Usable By: Not Usable By:
Bard Bard
Druid Druid
Mage Mage
Thief Thief
Wizardslayer~ Wizardslayer~
   
@1302 = ~CúChoinneach's Small Shield +3 'The Moon'~ @1302 = ~CúChoinneach's Small Shield +1: 'The Moon'~
   
@1304 = ~CúChoinneach created this shield for himself after receiving the scimitar 'Mairail' from Sehanine Moonbow. It is fashioned of mithril and the hardest wood of the forest. @1304 = ~CúChoinneach created this shield for himself after receiving the scimitar 'Mairail' from Sehanine Moonbow. It is fashioned of mithril and the hardest wood of the forest.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: +4  Armor Class Bonus: +2 
Special: No Missile Weapon Protection Special: No Missile Weapon Protection
   
Weight: 3 Weight: 3
   
Only usable by: Only usable by:
CúChoinneach~ CúChoinneach~
   
@1305 = ~Small Shield +2~  @1305 = ~Jet'laya's Small Shield~ 
   
@1306 = ~This is the personal shield of Jet'laya. The wood that the shield is made from was cut from a tree in a holy forest, and the metal used in the construction of the shield was forged in holy water. Thus, just being in the presence of this shield causes all but the strongest of undead to shy away from its wielder. @1306 = ~This is the personal shield of Jet'laya. The wood that the shield is made from was cut from a tree in a holy forest, and the metal used in the construction of the shield was forged in holy water. Thus, just being in the presence of this shield causes all but the strongest of undead to shy away from its wielder.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: +3  Armor Class Bonus: +1 
Special: Special:
 No Missile Weapon Protection  No Missile Weapon Protection
 THAC0 +2 Bonus vs. Undead  THAC0 +2 Bonus vs. Undead
   
Weight: 3  Weight: 4 
   
Only usable by: Only usable by:
Jet'laya~ Jet'laya~
   
@1307 = ~Small Shield +2 'Sun Shield'~ @1307 = ~Small Shield +2: 'Sun Shield'~
   
@1308 = ~This shield is warm to the touch as if a fire was burning deep within it. The origins of the shield are unknown and much of its secrets remain just that. @1308 = ~This shield is warm to the touch as if a fire was burning deep within it. The origins of the shield are unknown and much of its secrets remain just that.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: 3 Armor Class Bonus: 3
Special: Special:
 Increased Resistance to Cold   Increased Resistance to Cold: +30% 
 Decreased Resistance to Fire   Decreased Resistance to Fire: -25% 
   
Weight: 3 Weight: 3
   
Not Usable By: Not Usable By:
Bard Bard
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Kensai~ Kensai~
   
@1313 = ~Medium Shield +2 'Heart of the Dragon'~ @1313 = ~Medium Shield +2: 'Heart of the Dragon'~
   
@1314 = ~A relatively unknown knight, Neshum was never to swift of the mind. When traveling through the north he came upon a battle, before him were several warriors and a dragon. Neshum decided that the battle was unfair, and took arms in defense of the dragon. Neshum's aid was the turning point and the warriors were defeated. Benderesk, the dragon, repaid the knight's aid by giving him a shield which he bestowed with the strength of a dragon's heart. Benderesk retrieved his gift some years later when Neshum was hired by the same village as the warrior to rid them of this troublesome dragon. @1314 = ~A relatively unknown knight, Neshum was never to swift of the mind. When traveling through the north he came upon a battle, before him were several warriors and a dragon. Neshum decided that the battle was unfair, and took arms in defense of the dragon. Neshum's aid was the turning point and the warriors were defeated. Benderesk, the dragon, repaid the knight's aid by giving him a shield which he bestowed with the strength of a dragon's heart. Benderesk retrieved his gift some years later when Neshum was hired by the same village as the warrior to rid them of this troublesome dragon.
   
STATISTICS: STATISTICS:
   
Armor Class Bonus: 3 Armor Class Bonus: 3
Special: Special:
 Increased Hit Points   Hit Points: +10 
 Magic Resistance: +5%  Magic Resistance: +5%
   
Weight: 6 Weight: 6
   
Not Usable By: Not Usable By:
Bard Bard
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Kensai~ Kensai~
   
@1315 = ~Large Shield +2, +7 vs. Missiles~  @1315 = ~Large shield +2: 'The Wall'~ 
   
@1317 = ~Large shield +2, +7 vs. missiles: 'The Wall'  @1317 = ~The Wall 
In the first days of the battle over Selidor, Kelub's army was besieged by a sea of arrows that blackened the skies. Kelub ordered his finest smiths to make a shield such that his army might be led by a row of them through the onslaught. The smiths worked feverishly and produced a dozen of these shields. They worked splendidly against the arrows, however, when his troops reached the enemy the front row was to exhausted too fight. In the first days of the battle over Selidor, Kelub's army was besieged by a sea of arrows that blackened the skies. Kelub ordered his finest smiths to make a shield such that his army might be led by a row of them through the onslaught. The smiths worked feverishly and produced a dozen of these shields. They worked splendidly against the arrows, however, when his troops reached the enemy the front row was to exhausted too fight.
   
STATISTICS: STATISTICS:
   
Armor Class: +3 bonus, +7 vs. Missile Weapons Armor Class: +3 bonus, +7 vs. Missile Weapons
Weight: 20 Weight: 20
Requires: 13 Strength Requires: 13 Strength
   
Not Usable By: Not Usable By:
Bard Bard
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Kensai~ Kensai~
   
@1323 = ~Katana +2 'Masamune'~ @1323 = ~Katana +2: 'Masamune'~
   
@1325 = ~This katana was forged by famous katana-creater Masamune. Just like any katanas made by him, you can easily understand this is a "Masterpiece", the King of all Blades. @1325 = ~This katana was forged by famous katana-creater Masamune. Just like any katanas made by him, you can easily understand this is a "Masterpiece", the King of all Blades.
   
STATISTICS: STATISTICS:
   
Damage: 2D5 + 2 Damage: 1D10 + 2
THAC0: +2 bonus THAC0: +2 bonus
Special: Special:
 +1 Armor Class bonus    
 +1 Dexterity  +1 Dexterity
Damage type: Slashing Damage type: Slashing
Weight: 8 Weight: 8
Proficiency type: Katana Proficiency type: Katana
Speed Factor: 2 Speed Factor: 2
Type: 1-handed Type: 1-handed
Requires: 6 Strength Requires: 6 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Cleric Cleric
Mage Mage
Beast Master~ Beast Master~
   
@1326 = ~Katana +3, 'Muramasa'~ @1326 = ~Katana +3: 'Muramasa'~
   
@1328 = ~This is an excellent katana. However, some say it's "cursed", and others think this sword has its own mind, no doubt a dark brood thirsty mind. When this sword tastes blood, the wielder has a possibility to become berserkes, as he is controlled by the sword.   @1328 = ~This is an excellent katana. However, some say it's "cursed", and others think this sword has its own mind, no doubt a dark brood thirsty mind.  
   
STATISTICS: STATISTICS:
   
Damage: 2D5 + 3 Damage: 1D10 + 3
THAC0: +3 bonus THAC0: +3 bonus
Special: Special:
 40% chance of wielder go into berserk upon successful hit  33% chance of wielder go into berserk upon successful hit
Damage type: Slashing Damage type: Slashing
Weight: 10 Weight: 10
Proficiency type: Katana Proficiency type: Katana
Speed Factor: 3 Speed Factor: 3
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Cleric Cleric
Mage Mage
Beast Master~ Beast Master~
   
@1330 = ~Scimitar +3, 'Yarrow's Tears'~ @1330 = ~Scimitar +1: 'Yarrow's Tears'~
   
@1332 = ~It was just after the fall of the temple of Erreth-Akbe, the Archdruid Yarrow had just returned from a trip to discover his temple ravaged in his absence. The powerful druid pleaded to the Gods for revenge, and then cried; his tears falling upon his scimitar. The tears empowered his scimitar with his grief and longing for revenge. @1332 = ~It was just after the fall of the temple of Erreth-Akbe, the Archdruid Yarrow had just returned from a trip to discover his temple ravaged in his absence. The powerful druid pleaded to the Gods for revenge, and then cried; his tears falling upon his scimitar. The tears empowered his scimitar with his grief and longing for revenge.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 3  Damage: 1D8 + 1 
THAC0: +3 bonus THAC0: +1 bonus
Armor Class: +2 Bonus    
Special: Special:
 Cast Charm Person or Mammal 3 times per day   Cast Charm Person or Mammal 1/day (save at +2) 
 Stun target unless save vs. Spell   20% Stun target unless save vs. spells 
Damage type: slashing Damage type: slashing
Weight: 3 Weight: 3
Speed Factor: 2 Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninja-To Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed Type: 1-handed
Requires: 8 Strength Requires: 8 Strength
   
Only usable by: Only usable by:
Druid~ Druid~
   
@1334 = ~Conchobhair's Dragonslayer~  @1334 = ~Dragonslayer~ 
   
@1336 = ~This sword is imbued with a very strong enchantment and any attempts to see into the true nature of this sword is shielded by very strong magic. It's origin and history is unknown. The sword 'chooses' it handler, and thus will prevent any but the chosen to wield it. Any attempt to control the weapon will find themselves subdued by it or worse.  @1336 = ~Imbued with strong enchantments, this mighty blade is also shielded by a cloaking spell, preventing any attempts at discerning its true nature. Its origin and history are thus largely unknown, though it is rumored that the sword chooses its wielder, and will prevent any other from using it. Those who have attempted to forcibly control the weapon have found their wills sapped, or worse... 
   
STATISTICS: STATISTICS:
   
Damage: 1D10 + 4 (+3 vs All Dragons)  Damage: 1D10 + 1, +3 vs Dragons 
THAC0: +4 (+3 vs All Dragons)  THAC0: +1, +3 vs Dragons 
Special: Special:
 AC Bonus +1   Acid Resistance: 20% 
 Has a slight chance of slaying any dragon on contact   Fire Resistance: 20% 
 50% Resistance to Fire and Acid   +1 Bonus to Save vs. Breath Weapons 
 Provides an Aura of Protection    
 +2 Bonus to Save vs. Breath Weapons    
Damage type: slashing Damage type: slashing
Weight: 15 Weight: 15
Speed Factor: 6  Speed Factor: 8 
Proficiency Type: Two Handed sword Proficiency Type: Two Handed sword
Type: 2-handed Type: 2-handed
Requires: 14 Strength Requires: 14 Strength
   
Only usable by: Only usable by:
Conchobhair~ Conchobhair~
   
@1337 = ~Scimitar +2: 'The Jagged Lightning'~ @1337 = ~Scimitar +1: 'The Jagged Lightning'~
   
@1338 = ~The mithril blade of this scimitar is serrated so that it resembles a slightly curved lightning bolt. The scimitar was created in Calimshan in ancient times by a religious cult worshipping a thunder god. It was used by holy warriors of the cult on special, holy missions. Electricity flows through the blade and small surges of energy cause little lightning bolts to flicker along its serrated edge. Some of the electric energy directed at its wielder will be absorbed by the scimitar. The magic of the scimitar also allows its wielder to strike first in any combat situation. @1338 = ~The mithril blade of this scimitar is serrated so that it resembles a slightly curved lightning bolt. The scimitar was created in Calimshan in ancient times by a religious cult worshipping a thunder god. It was used by holy warriors of the cult on special, holy missions. Electricity flows through the blade and small surges of energy cause little lightning bolts to flicker along its serrated edge. Some of the electric energy directed at its wielder will be absorbed by the scimitar. The magic of the scimitar also allows its wielder to strike first in any combat situation.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 2  Damage: 1D8 + 1 
THAC0: +2 bonus THAC0: +1 bonus
Special: Special:
 It grants 40% resistance to electricity  It grants 30% resistance to electricity
 Does +1d4 Lightning damage  Does +1d4 Lightning damage
Damage type: Slashing Damage type: Slashing
Weight: 4 Weight: 4
Proficiency type: Scimitar/Wakizashi/Ninja-To Proficiency type: Scimitar/Wakizashi/Ninja-To
Speed Factor: n/a Speed Factor: n/a
Type: 1-handed Type: 1-handed
Requires: 8 Strength Requires: 8 Strength
   
Not Usable By: Not Usable By:
Mage Mage
Cleric Cleric
Beast Master~ Beast Master~
   
@1340 = ~In the lost days of Netheril, the necromancer J'K'Voorkan attempted to engender a reign of undeath. Onslaught after onslaught of the walking dead threatened to engulf the Realms, until the Hierophant Druid, L'Orax, called to the gods for aid. They caused the Tree of Life to produce a single thorn, which L'Orax took. In a grueling ordeal of fasting, prayer, meditation, and spellcasting from one new moon to the next, the Great Circle produced Thorn. Thorn was presented to one of the key leaders of the forces of Light and Life - S'Mokye, called "The Bear" by his troops for his relentless resistance to the dead. He became the first Ranger, and the first Champion of the Green. Thorn is passed to each new Champion upon his ascension. Such is the power of Thorn that the very plants of the earth may be called upon for aid by the wielder. @1340 = ~In the lost days of Netheril, the necromancer J'K'Voorkan attempted to engender a reign of undeath. Onslaught after onslaught of the walking dead threatened to engulf the Realms, until the Hierophant Druid, L'Orax, called to the gods for aid. They caused the Tree of Life to produce a single thorn, which L'Orax took. In a grueling ordeal of fasting, prayer, meditation, and spellcasting from one new moon to the next, the Great Circle produced Thorn. Thorn was presented to one of the key leaders of the forces of Light and Life - S'Mokye, called "The Bear" by his troops for his relentless resistance to the dead. He became the first Ranger, and the first Champion of the Green. Thorn is passed to each new Champion upon his ascension. Such is the power of Thorn that the very plants of the earth may be called upon for aid by the wielder.
   
STATISTICS: STATISTICS:
   
Damage: 1D10 + 2  Damage: 1D10 + 1 
THAC0: +2 bonus THAC0: +1 bonus
Special: Special:
 bonus damage and THAC0 against undead   Wielder may cast "Entangle" (1/day) 
 Wielder may cast "Entangle" at will    
 Immunity to Poison    
Damage type: Slashing Damage type: Slashing
Weight: 9 Weight: 9
Proficiency type: Two Handed Sword Proficiency type: Two Handed Sword
Speed Factor: 6 Speed Factor: 6
Type: 2-handed Type: 2-handed
Requires: 14 Strength Requires: 14 Strength
   
Usable By: Usable By:
Rangers~ Rangers~
   
@1344 = ~Fashioned from the fang of a dragon, this cutlass seems to almost guide itself at the target. Its added grace gives new energy to the wielder enabling them to attack more often.  @1344 = ~Fashioned from the fang of a dragon, this cutlass seems to almost guide itself at the target. Its added grace gives new energy to the wielder enabling them to attack faster. 
   
STATISTICS: STATISTICS:
   
Damage: 3D3 + 2 Damage: 3D3 + 2
THAC0: +2 bonus THAC0: +2 bonus
Special: Increased Attacks    
Damage type: slashing Damage type: slashing
Weight: 3 Weight: 3
Speed Factor: 3  Speed Factor: 2 
Proficiency Type: Scimitar/Wakizashi/Ninja-To Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Bard Bard
Cleric Cleric
Druid Druid
Mage Mage
Paladin Paladin
Beast Master~ Beast Master~
   
@1345 = ~Cutlass +2 'Scorcher'~ @1345 = ~Cutlass +1: 'Scorcher'~
   
@1346 = ~Wrinkled and red this cutlass is cold to the touch; the runic carvings only say 'Scorcher'. Its appearance has caused many an adventurer to mistaken it as worn-out, old, or useless. Those more inquisitive adventurers who carried it along just to be sure were always pleasantly surprised. You see scorcher does not get hot until swung, but once it is in motion heading for a target its name becomes clearly correct.  @1346 = ~Forged of layers of red metal, laid upon one another so as to make it appear wrinkled, this cutlass is unusually cold to the touch. Runic carvings near the hilt, reminiscent of the tribal languages of the northern reaches of Vaasa, give the blade its name. Its appearance and apparent lack of enchantment have caused many an adventurer to mistake it as useless. Those more with more inquisitive minds, who carry it along just to be sure, are always pleasantly surprised. Once in motion in battle, swinging toward its target, Scorcher's name becomes clear, as it ignites with a burning flame. 
   
STATISTICS: STATISTICS:
   
Damage: 3D3 + 2, +2D3 Fire Damage Damage: 3D3 + 1, +2D3 Fire Damage
THAC0: +2 bonus THAC0: +1 bonus
Damage type: slashing Damage type: slashing
Weight: 3 Weight: 3
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninja-To Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Bard Bard
Cleric Cleric
Druid Druid
Mage Mage
Paladin Paladin
Beast Master~ Beast Master~
   
@1347 = ~Cutlass +3 'Ghost Blade'~ @1347 = ~Cutlass +2: 'Ghost Blade'~
   
@1348 = ~Anytime a swordsman swings their blade they can see slight images of it tracing along behind. This blade is no different it what is seen, but unlike any average blade it seems the ghostly images of this one also can cut. It was originally owned by a rather porkish and lazy fellow named Bordger who was rumored to have some history of magical training before he had become a thief. Given how well this blades enchantment works he might have been better served to stay a mage. @1348 = ~Anytime a swordsman swings their blade they can see slight images of it tracing along behind. This blade is no different it what is seen, but unlike any average blade it seems the ghostly images of this one also can cut. It was originally owned by a rather porkish and lazy fellow named Bordger who was rumored to have some history of magical training before he had become a thief. Given how well this blades enchantment works he might have been better served to stay a mage.
   
STATISTICS: STATISTICS:
   
Damage: 3D3 + 3, +2D3 Slashing Damage Damage: 3D2 +2, +2D3 Slashing Damage
THAC0: +3 bonus THAC0: +2 bonus
Damage type: slashing Damage type: slashing
Weight: 3 Weight: 3
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninja-To Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Bard Bard
Cleric Cleric
Druid Druid
Mage Mage
Paladin Paladin
Beast Master~ Beast Master~
   
@1349 = ~Cutlass +2 'Sparks'~ @1349 = ~Cutlass +1: 'Sparks'~
   
@1350 = ~Humming with electrical energy, it is easy to see how this cutlass got its name. The origins of it are not known, but stories of a strange land always accompany any recount of this blade. The first known owner was a pirate just returned to port. He was robbed and killed while in a drunken stupor and even his name remains as much a mystery as this sword.. @1350 = ~Humming with electrical energy, it is easy to see how this cutlass got its name. The origins of it are not known, but stories of a strange land always accompany any recount of this blade. The first known owner was a pirate just returned to port. He was robbed and killed while in a drunken stupor and even his name remains as much a mystery as this sword..
   
STATISTICS: STATISTICS:
   
Damage: 3D3 + 3, +2D3 Electrical Damage Damage: 3D3 +1, +2D3 Electrical Damage
THAC0: +2 bonus THAC0: +1 bonus
Damage type: slashing Damage type: slashing
Weight: 3 Weight: 3
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninja-To Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Bard Bard
Cleric Cleric
Druid Druid
Mage Mage
Paladin~ Paladin~
   
@1354 = ~Denat "The Deceiver" was once a very famous bard. He told not only tales of heroes, but also his adventures, he always claimed he was the best swordsman in the realm. At the end of his tales he would dual the best swordsman of his listeners and always wins. His downfall came when he mistakenly used a normal sword instead of this heavily enchanted one. @1354 = ~Denat "The Deceiver" was once a very famous bard. He told not only tales of heroes, but also his adventures, he always claimed he was the best swordsman in the realm. At the end of his tales he would dual the best swordsman of his listeners and always wins. His downfall came when he mistakenly used a normal sword instead of this heavily enchanted one.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 1 Damage: 1D8 + 1
THAC0: +5 bonus THAC0: +5 bonus
Special: Special:
 Dexterity bonus +2   Dexterity bonus +1 
 AC bonus +3   AC bonus +1 
 1 extra attacks per round    
Damage type: slashing Damage type: slashing
Weight: 4 Weight: 4
Speed Factor: 2 Speed Factor: 2
Proficiency Type: Long Sword Proficiency Type: Long Sword
Type: 1-handed Type: 1-handed
Requires: 6 Strength Requires: 6 Strength
   
Only usable by: Only usable by:
Bard~ Bard~
   
@1358 = ~This is the golden sword given to the highest ranking members of the 'Order of the Most Radiant Heart' by Helm. @1358 = ~This is the golden sword given to the highest ranking members of the 'Order of the Most Radiant Heart' by Helm.
   
STATISTICS: STATISTICS:
   
Damage: 2D4 + 2  Damage: 2D4 +1 
THAC0: +2  THAC0: +1 
Special: wielder is under effect of "Aid" spell Special: wielder is under effect of "Bless" spell
Damage type: slashing Damage type: slashing
Weight: 12 Weight: 12
Speed Factor: 5 Speed Factor: 5
Proficiency Type: Bastard Sword Proficiency Type: Bastard Sword
Type: 1-handed Type: 1-handed
Requires: 12 Strength Requires: 12 Strength
   
Usable By: Usable By:
Paladin~ Paladin~
   
@1363 = ~Mairial 'The Death Hunter'~ @1363 = ~Mairial +2: 'The Death Hunter'~
   
@1364 = ~This is the personal scimitar of CúChoinneach. Made of pure mithril that has been bathed in the light of the full moon, it was given to him by Sehanine Moonbow, the elven goddess of mysticism, dreams, death, journeys, transcendence, the moon, the stars, and the heavens. She came to him in a dream a short time after his chosen, Fia'nna, had been killed by army of undead, led by a vampire. Sehanine told CúChoinneach that he would be the hunter, that he was chosen by her to hunt down the most evil undead of the realms. When he awoke he found this scimitar by his side. Sehanine's symbol is the crescent moon. She gave him the blade as a symbol and to remind him of her support. The powers that are bound to the blade are unknown, even to CúChoinneach. Its complete powers are unknown. @1364 = ~This is the personal scimitar of CúChoinneach. Made of pure mithril that has been bathed in the light of the full moon, it was given to him by Sehanine Moonbow, the elven goddess of mysticism, dreams, death, journeys, transcendence, the moon, the stars, and the heavens. She came to him in a dream a short time after his chosen, Fia'nna, had been killed by army of undead, led by a vampire. Sehanine told CúChoinneach that he would be the hunter, that he was chosen by her to hunt down the most evil undead of the realms. When he awoke he found this scimitar by his side. Sehanine's symbol is the crescent moon. She gave him the blade as a symbol and to remind him of her support. The powers that are bound to the blade are unknown, even to CúChoinneach. Its complete powers are unknown.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 4  Damage: 1D8 + 2 
THAC0: +4  THAC0: +2 
Special: Special:
 Special powers against the undead   Negative Plane Protection 
Damage type: slashing Damage type: slashing
Weight: 4  Weight: 3 
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninja-To Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed Type: 1-handed
   
Only usable by: Only usable by:
CúChoinneach~ CúChoinneach~
   
@1368 = ~In a classic battle of good vs. evil the Archmage Nemmerle saw his defeat was inevitable and summoned what was left of his dark magic to enchant his staff and teleported it to his fledgling apprentice. Only in the end did he realize what was needed to win the day, and lacking the strength to accomplish it himself, he saw to it that even in defeat he might grasp some small victory. Gensher had enchanted his robes to withstand any crushing blows, evenly matched in magic he knew the battle would end in close combat and had outwitted the evil sage. The staff gives off a very faint aura of alteration magic. Upon identification of the command word, the staff takes on the attributes of a halberd, which allows it to do slashing damage. @1368 = ~In a classic battle of good vs. evil the Archmage Nemmerle saw his defeat was inevitable and summoned what was left of his dark magic to enchant his staff and teleported it to his fledgling apprentice. Only in the end did he realize what was needed to win the day, and lacking the strength to accomplish it himself, he saw to it that even in defeat he might grasp some small victory. Gensher had enchanted his robes to withstand any crushing blows, evenly matched in magic he knew the battle would end in close combat and had outwitted the evil sage. The staff gives off a very faint aura of alteration magic. Upon identification of the command word, the staff takes on the attributes of a halberd, which allows it to do slashing damage.
   
STATISTICS: STATISTICS:
   
Damage: 2D6 + 2 Damage: 2D6 + 2
THAC0: +2 bonus THAC0: +2 bonus
  Special: causes panic on hit (save +2)  
Weight: 4 Weight: 4
Speed Factor: 2 Speed Factor: 2
Damage type: Slashing Damage type: Slashing
Proficiency Type: Staff Proficiency Type: Staff
Type: 2-handed Type: 2-handed
   
Not Usable By: Not Usable By:
Monk Monk
Good or Neutral Alignment~ Good or Neutral Alignment~
   
@1372 = ~The Chaos Flail is an essence of the Abyss that was formed into a weapon. The magics and origin are unknown. What is speculated is that the souls of vampires have been permeated into the weapon's substance and the item will drink an opponent’s life force before the wielders eyes. This weapon also grafts itself to its new owner and can only be removed via a remove curse. It is said the wielder of the weapon also will glow with the vampiric force that now impregnates them as well as the weapon! @1372 = ~The Chaos Flail is an essence of the Abyss that was formed into a weapon. The magics and origin are unknown. What is speculated is that the souls of vampires have been permeated into the weapon's substance and the item will drink an opponent’s life force before the wielders eyes. This weapon also grafts itself to its new owner and can only be removed via a remove curse. It is said the wielder of the weapon also will glow with the vampiric force that now impregnates them as well as the weapon!
   
STATISTICS: STATISTICS:
   
Damage: 1D6 + 3  Damage: 1D6 + 2 
THAC0: +2  THAC0: +1 
  Special: vampiric effect  
Damage type: crushing Damage type: crushing
Weight: 7 Weight: 7
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Flail/Morning Star Proficiency Type: Flail/Morning Star
Type: 1-handed Type: 1-handed
Requires: 13 Strength Requires: 13 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Beast Master Beast Master
   
Only usable by: Only usable by:
Evil alignment~ Evil alignment~
   
@1374 = ~Given to a High Priest during the time of the Ancients, Justice has been a paladin or cleric's most powerful weapon in the fight against evil. Justice is as an ordinary flail to most, but when equipped by "one pure of heart" the entire weapon shines with a golden light. It was believed that Justice's wielder was blessed of the gods. @1374 = ~Given to a High Priest during the time of the Ancients, Justice has been a paladin or cleric's most powerful weapon in the fight against evil. Justice is as an ordinary flail to most, but when equipped by "one pure of heart" the entire weapon shines with a golden light. It was believed that Justice's wielder was blessed of the gods.
   
STATISTICS: STATISTICS:
   
Damage: 2d4 + 4  Damage: 2d4 + 2 
THAC0: +4  THAC0: +2 
Special: Special:
 +4 HP Bonus  +4 HP Bonus
 1 Bonus to all Saving Throws  1 Bonus to all Saving Throws
   
Damage Type: Crushing Damage Type: Crushing
Weight: 12 Weight: 12
Speed Factor: 7 Speed Factor: 7
Proficiency Type: Flail/Morning Star Proficiency Type: Flail/Morning Star
Type: 1-Handed Type: 1-Handed
Requires: 13 Strength Requires: 13 Strength
   
Usable By: Usable By:
Paladin Paladin
Lawful Good Cleric~ Lawful Good Cleric~
   
@1376 = ~Ferthgil Trollslayer's Battle Axe +3~  @1376 = ~Ferthgil Trollslayer's Battle Axe~ 
   
@1378 = ~This battle axe belonged to Ferthgil's father, Breachin Trollslayer. Breachin lost his life, while Ferthgil was a teenager, protecting him from a patrol of verbeegs. Ferthgil has since only used this battle axe in battle and refuses to use any other weapon carrying his father’s honor onto the battlefield. @1378 = ~This battle axe belonged to Ferthgil's father, Breachin Trollslayer. Breachin lost his life, while Ferthgil was a teenager, protecting him from a patrol of verbeegs. Ferthgil has since only used this battle axe in battle and refuses to use any other weapon carrying his father’s honor onto the battlefield.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 3 (+3 vs Giants, +2 vs all Monsters)  Damage: 1D8 +3 vs Giants, +2 vs all Monsters 
THAC0: +3 bonus (+3 vs Giants, +2 vs all Monsters)  THAC0: +3 vs Giants, +2 vs all Monsters 
Damage type: slashing Damage type: slashing
Weight: 5 Weight: 5
Speed Factor: 5 Speed Factor: 5
Proficiency Type: Axe Proficiency Type: Axe
Type: 1-handed Type: 1-handed
   
Only usable by: Only usable by:
Ferthgil Trollslayer~ Ferthgil Trollslayer~
   
@1379 = ~Battle Axe +2 'Enrager'~ @1379 = ~Battle Axe +2: 'Enrager'~
   
@1383 = ~These axes are powerfully enchanted by Minotaur sorcerers in a process known only to them. They are light where they should be heavy, and slice through metal armor as easy as they slice through cloth. @1383 = ~These axes are powerfully enchanted by Minotaur sorcerers in a process known only to them. They are light where they should be heavy, and slice through metal armor as easy as they slice through cloth.
   
STATISTICS: STATISTICS:
   
Damage: 2D4 + 2 Damage: 2D4 + 2
THAC0: +2 bonus THAC0: +1 bonus
Special: +1 attack per round    
Damage type: slashing Damage type: slashing
Weight: 5 Weight: 5
Speed Factor: 2 Speed Factor: 2
Proficiency Type: Axe Proficiency Type: Axe
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Cleric Cleric
Mage Mage
Thief~ Thief~
   
@1385 = ~Dwarven War Axe +2 'Screaming Death'~ @1385 = ~Dwarven War Axe +2: 'Screaming Death'~
   
@1387 = ~This axe dates back to the clan wars, it was made by Thordar of The Vale for his son Kelvin to use in battle. Kelvin was never much of a warrior, and the axe was made to assist him in his weaknesses. The name comes from the battle of Wyvern Falls, the first time Kelvin used it in battle. Each time he struck down an opponent, Kelvin would scream in disbelief, hence the name 'Screaming Death.' @1387 = ~This axe dates back to the clan wars, it was made by Thordar of The Vale for his son Kelvin to use in battle. Kelvin was never much of a warrior, and the axe was made to assist him in his weaknesses. The name comes from the battle of Wyvern Falls, the first time Kelvin used it in battle. Each time he struck down an opponent, Kelvin would scream in disbelief, hence the name 'Screaming Death.'
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 2 Damage: 1D8 + 2
THAC0: +2 bonus THAC0: +2 bonus
Special: Special:
 1D6 Backswing Damage (Save v. death for half damage)  1D6 Backswing Damage (Save v. death for half damage)
 Dexterity +1 bonus  Armor Class +1 bonus
 Increased attacks    
 Armor +1 bonus    
Damage type: slashing Damage type: slashing
Weight: 20 Weight: 20
Speed Factor: 10 Speed Factor: 10
Proficiency Type: Axe Proficiency Type: Axe
Type: 2-handed Type: 2-handed
Requires: 15 Strength Requires: 15 Strength
   
Only usable by: Only usable by:
Dwarfs (Fighter or Fighter-Thief)~ Dwarfs (Fighter or Fighter-Thief)~
   
@1390 = ~Pole axe +2 'Kilther'~ @1390 = ~Pole Axe +2: 'Kilther'~
   
@1393 = ~Dwarven Throwing Axe +2 'The Furnace'~ @1393 = ~Dwarven Throwing Axe +1: 'The Furnace'~
   
@1395 = ~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. @1395 = ~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: STATISTICS:
   
Damage: 1D6 + 1  THAC0: +1 bonus 
THAC0: +2  Damage: 1D6 +1 (ranged), 1D8 +1 (melee) 
Damage type(melee): slashing Damage type(melee): slashing
Damage type(thrown): missile (piercing) Damage type(thrown): missile (piercing)
Special: Special:
Returns to users hand once thrown and gives one extra attack per round   Returns to users hand once thrown  
2D6 Fire Damage 1D3 Fire Damage
Weight: 3 Weight: 3
Speed Factor: 6 Speed Factor: 6
Proficiency Type: Axe Proficiency Type: Axe
Type: 1-handed Type: 1-handed
Requires: 4 Strength Requires: 4 Strength
   
Only usable by: Only usable by:
Dwarves or Gnomes Dwarves or Gnomes
Warriors~ Warriors~
   
@1398 = ~White and gold, pulsing with great power this staff was formed at the dawn of time by the first ray of the sun as it glistened off of a pure body of water. Offering little in the way of offense, this staff does provide its wielder with powerful protections. @1398 = ~White and gold, pulsing with great power this staff was formed at the dawn of time by the first ray of the sun as it glistened off of a pure body of water. Offering little in the way of offense, this staff does provide its wielder with powerful protections.
   
STATISTICS: STATISTICS:
   
Damage: 2D2 + 2 Damage: 2D2 + 2
THAC0: +2  THAC0: +1 
Armor Class: +2 Bonus    
Special: Special:
 Creates Potions of Healing and Antidotes    Creates Potions of Extra Healing and Antidotes (5 charges)  
 Protection from level 1 spells  Protection from level 1 spells
Damage type: crushing Damage type: crushing
Weight: 3 Weight: 3
Speed Factor: 6 Speed Factor: 6
Proficiency Type: Staff Proficiency Type: Staff
Type: 2-handed Type: 2-handed
   
Only usable by: Only usable by:
Mage (single, dual, & multi-class) Mage (single, dual, & multi-class)
Good-aligned characters~ Good-aligned characters~
   
@1403 = ~Chitiruhkha - Warlock's Staff +4~  @1403 = ~Chitiruhkha - Warlock's Staff +2~ 
   
@1404 = ~This staff is of the Chanah'Rea, forged by lightning striking the tree of power, Chitiruhkha is possessed of lightning. @1404 = ~This staff is of the Chanah'Rea, forged by lightning striking the tree of power, Chitiruhkha is possessed of lightning.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 3, additional 6D6 Electrical Damage (half if save vs. wands) Damage: 1D8 +2, additional 2D6 Electrical Damage (half if save vs. wands)
THAC0: +3  THAC0: +2 
Special: Special:
 AC Bonus +2   casts "Lightning Bolt" (10 charges, 4D6 damage, with save for half) 
 casts "Lightning Bolt" 3 times per day    
Damage type: crushing Damage type: crushing
Weight: 3 Weight: 3
Speed Factor: 2 Speed Factor: 2
Proficiency Type: Staff Proficiency Type: Staff
Type: 2-handed Type: 2-handed
   
Only usable by: Only usable by:
Druids~ Druids~
   
@1407 = ~Quarter Staff +2 'Bonebreaker'~ @1407 = ~Quarter Staff +1: 'Bonebreaker'~
   
@1408 = ~While most mages are slight in stature, Estaroil was slight when compared to a mage. His master, the Archmage Heleth Otrad, feared that her student would never survive any conflict and crafted him this staff. Heleth enchanted it with the ability to shatter bones on impact, hence slowing the opponent and giving the fragile Estaroil some chance. In time Estaroil grew to be not only a powerful mage, but also in stature and eventually discarded his former master’s gift. It has not been seen since. @1408 = ~While most mages are slight in stature, Estaroil was slight when compared to a mage. His master, the Archmage Heleth Otrad, feared that her student would never survive any conflict and crafted him this staff. Heleth enchanted it with the ability to shatter bones on impact, hence slowing the opponent and giving the fragile Estaroil some chance. In time Estaroil grew to be not only a powerful mage, but also in stature and eventually discarded his former master’s gift. It has not been seen since.
   
STATISTICS: STATISTICS:
   
Damage: 1D6 + 2  Damage: 1D6 + 1 
THAC0: +2  THAC0: +1 
Special: Target is slowed unless save vs. spell   Special: 20% Target is slowed unless save vs. spell at -4  
Damage type: crushing Damage type: crushing
Weight: 4 Weight: 4
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Staff Proficiency Type: Staff
Type: 2-handed Type: 2-handed
   
Not Usable By: Not Usable By:
Monk~ Monk~
   
@1410 = ~Staff Of Nature: 'Natures Protector' @1410 = ~Staff Of Nature: 'Natures Protector'
This staff has been used by a tribe of Druids for many centuries now. Passed down from leader to leader on the tribe of archdruids in the land of Kazgard. It is said that this staff was forged by nature itself and it glows green to show this staff truly is off natures power. This staff is very powerful and the passed owners of this staff were very powerful people indeed. This staff has been used by a tribe of Druids for many centuries now. Passed down from leader to leader on the tribe of archdruids in the land of Kazgard. It is said that this staff was forged by nature itself and it glows green to show this staff truly is off natures power. This staff is very powerful and the passed owners of this staff were very powerful people indeed.
   
STATISTICS: STATISTICS:
   
Damage: 2D3 + 2  Damage: 2D3 + 1 
THAC0: +2 bonus THAC0: +1 bonus
Special: Special:
 +15 max Hitpoints  +10 max Hitpoints
 Lore +20 bonus  Lore +20 bonus
 +3 1st level Priest spells  +2 1st level Priest spells
Weight: 2 Weight: 2
Speed Factor: 2 Speed Factor: 2
Damage type: crushing Damage type: crushing
Proficiency Type: Staff Proficiency Type: Staff
Type: 2-handed Type: 2-handed
   
Usable By: Usable By:
Druid Only~ Druid Only~
   
@1411 = ~Skeezer's Staff of Unpredicability~  @1411 = ~Skeezer Lumpkin's Staff of Unpredicability +1~ 
   
@1412 = ~Skeezer created this staff to aid him in his travels. While in the process of creating it he became distracted and lost track of the enchantments that he had placed on the staff. This resulted in a staff that has a very random effect on anything that Skeezer uses it on. @1412 = ~Skeezer created this staff to aid him in his travels. While in the process of creating it, he became distracted and lost track of the enchantments that he had placed on the staff. The result is a weapon that produces an entirely random effect on anything that Skeezer uses it on.
   
STATISTICS: STATISTICS:
   
Damage: 1D6 + 3  Damage: 1D6 + 2 
THAC0: +2  THAC0: +1 
Special: Unknown Special: Unknown
Damage type: crushing Damage type: crushing
Weight: 4 Weight: 4
Speed Factor: 1  Speed Factor: 3 
Proficiency Type: Staff Proficiency Type: Staff
Type: 2-handed Type: 2-handed
   
Only usable by: Only usable by:
Gnome Magic Users~  Skeezer Lumpkin VI~ 
   
@1414 = ~Tearlac Truehammer's War Hammer 'Giant Feller'~ @1414 = ~Tearlac Truehammer's War Hammer: 'Giant Feller'~
   
@1416 = ~This war hammer is the personal war hammer of Tearlac Truehammer, son of Otho Truehammer. He forged this weapon himself after many years of training under the watchful eye of his father. Some consider Otho, to be one of the finest, if not the finest smithy on the Sword Coast and the quality of the weapon shows that Tearlac may just be second only to his father. Tearlac carved decorative runes on the shaft to display his heritage proudly. This war hammer is made of mithril alloy, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is made of very strong oak and is about 18 inches long. @1416 = ~This war hammer is the personal war hammer of Tearlac Truehammer, son of Otho Truehammer. He forged this weapon himself after many years of training under the watchful eye of his father. Some consider Otho, to be one of the finest, if not the finest smithy on the Sword Coast and the quality of the weapon shows that Tearlac may just be second only to his father. Tearlac carved decorative runes on the shaft to display his heritage proudly. This war hammer is made of mithril alloy, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is made of very strong oak and is about 18 inches long.
   
STATISTICS: STATISTICS:
   
Damage: 1D4 + 2 (+3 vs. giant humanoids)  Damage: 1D4 + 2, +4 vs. giant humanoids 
THAC0: +1 Bonus (+3 vs. giant humanoids)  THAC0: +1 Bonus, +3 vs. giant humanoids 
Damage type: crushing Damage type: crushing
Weight: 8 Weight: 8
Speed Factor: 2 Speed Factor: 2
Proficiency Type: War Hammer Proficiency Type: War Hammer
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Beast Master~ Beast Master~
   
@1422 = ~This Spear's head is magically burning, which make this spear very deadly in combat. @1422 = ~This Spear's head is magically burning, which make this spear very deadly in combat.
   
STATISTICS: STATISTICS:
   
Damage: 1D6 + 2, +1d6 fire damage Damage: 1D6 + 1, +1d6 fire damage
THAC0: +2  THAC0: +1 
Damage type: piercing Damage type: piercing
Weight: 3 Weight: 3
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Spear Proficiency Type: Spear
Type: 2-handed Type: 2-handed
   
Not Usable By: Not Usable By:
Cleric Cleric
Mage Mage
Thief Thief
Monk Monk
Beast Master~ Beast Master~
   
@1430 = ~Elminster the Sage has placed a very powerful enchantment on this mace that Otho created for you giving it special powers to defeat evil undead creatures. You notice that the mace now glows with an inner blue light. @1430 = ~Elminster the Sage has placed a very powerful enchantment on this mace that Otho created for you giving it special powers to defeat evil undead creatures. You notice that the mace now glows with an inner blue light.
   
STATISTICS: STATISTICS:
   
Damage: 1D6 + 2, +2 vs Undead Damage: 1D6 + 2, +4 vs Undead
THAC0: +1, +2 vs Undead  THAC0: +1 
Damage type: crushing Damage type: crushing
Weight: 8 Weight: 8
Speed Factor: 6 Speed Factor: 6
Proficiency Type: Mace Proficiency Type: Mace
Type: 1-handed Type: 1-handed
Requires: 10 Strength Requires: 10 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Beast Master~ Beast Master~
   
@1432 = ~After Morninglord Jarent gave the mace the blessing of Lathander you notice that it seems to almost breathe with a life of its own. You can feel the power surge through your hands as you wield it. It seems to call to you...eager to seek out the undead! @1432 = ~After Morninglord Jarent gave the mace the blessing of Lathander you notice that it seems to almost breathe with a life of its own. You can feel the power surge through your hands as you wield it. It seems to call to you...eager to seek out the undead!
   
STATISTICS: STATISTICS:
   
Damage: 1D6 + 2, +2 vs Undead Damage: 1D6 + 2, +4 vs Undead
THAC0: +2  THAC0: +1 
Special: Special:
 Will destroy most undead on contact   Will destroy undead unless save 
Damage type: crushing Damage type: crushing
Weight: 8 Weight: 8
Speed Factor: 6 Speed Factor: 6
Proficiency Type: Mace Proficiency Type: Mace
Type: 1-handed Type: 1-handed
   
Not Usable By: Not Usable By:
Any Evil Any Evil
Druid Druid
Mage Mage
Thief Thief
Monk Monk
Beast Master~ Beast Master~
   
@1436 = ~Dagger +3: 'AdderSting'~ @1436 = ~Dagger +2: 'AdderSting'~
   
@1438 = ~Created by an insane mage thief, this tool was used but briefly by it's creator. The exact circumstances of his death are unknown, but the dagger appeared soon after in the hands of a well known assassin. This jet black blade is split in the middle and ends in two razor sharp points. In addition, the blade secretes a greenish poison that inflicts painful wounds on any it so much as scratches. Of course, the wielder is not immune to this poison and even the careful owner has been known to nick himself on occasion. @1438 = ~Created by an insane mage thief, this tool was used but briefly by it's creator. The exact circumstances of his death are unknown, but the dagger appeared soon after in the hands of a well known assassin. This jet black blade is split in the middle and ends in two razor sharp points. In addition, the blade secretes a greenish poison that inflicts painful wounds on any it so much as scratches. Of course, the wielder is not immune to this poison and even the careful owner has been known to nick himself on occasion.
   
STATISTICS: STATISTICS:
   
Damage (melee): 1d4 + 3 (plus 8 poison, save for half) Damage (melee): 1d4 + 2 (plus 6 poison, save for half)
Damage (missile): 1d4 + 3 (plus 8 poison, save for half) Damage (missile): 1d4 + 2 (plus 6 poison, save for half)
THAC0: +3 bonus THAC0: +2 bonus
Special: Special:
 5% chance of nicking yourself (4 poison, no save)  5% chance of nicking yourself (6 poison, no save)
 Returns when thrown  Returns when thrown
Damage type: piercing Damage type: piercing
Weight: 2 Weight: 2
Speed Factor: 0 Speed Factor: 0
Proficiency Type: Dagger Proficiency Type: Dagger
Type: 1-handed Type: 1-handed
Requires: 3 Strength Requires: 3 Strength
   
Not Usable By: Not Usable By:
Cleric Cleric
Beast Master~ Beast Master~
   
@1440 = ~Most drow carry daggers made of adamantite alloy. These daggers can have a +1 to +3 bonus. This particular one is coated with a powerful sleep poison. Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within 2 to 12 days, it will lose all its protective properties and rot, becoming totally worthless.  @1440 = ~Most drow carry daggers forged from adamantite alloy and reinforced with enchantments. Some are even coated with one of the several types of drow poisons, allowing them to be well-prepared to deal with assassins, a constant danger in drow society. Of course, the daggers are also used just as frequently by the assassins themselves... 
   
  This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.  
   
STATISTICS: STATISTICS:
   
Damage: 1d4 + 3 Damage: 1d4 + 3
THAC0: +3 bonus THAC0: +3 bonus
Special: Special:
 Poison, 30 damage in 15 seconds unless a successful save vs poison with a -4 penalty is made  Poison, 10 damage in 10 seconds unless a successful save vs poison with a -4 penalty is made
 Renders the victim unconscious for 30 seconds    Renders the victim unconscious for 10 seconds (save without penalty)  
   
Weight: 1 Weight: 1
Speed Factor: 2 Speed Factor: 2
Proficiency Type: Dagger Proficiency Type: Dagger
Type: 1-handed Type: 1-handed
Requires: 3 Strength Requires: 3 Strength
   
Usable By: Usable By:
Non-cleric Non-cleric
Evil Aligned~ Evil Aligned~
   
@1441 = ~D'Raavhen's Fang~  @1441 = ~D'Raavhen's Fang +2~ 
   
@1442 = ~Vampiric dagger of Lorik D'Raavhen. The mere sight of this dark blade strikes a fear in you that is beyond description. It pulses with such an aura of pure evil, your first, and only thought is to run until your body collapses from exhaustion. Its blackened blade was apparently forged from the arcane substance of the Abyss, giving the weapon an appearance as dark and foreboding as its master. @1442 = ~Vampiric dagger of Lorik D'Raavhen. The mere sight of this dark blade strikes a fear in you that is beyond description. It pulses with such an aura of pure evil, your first, and only thought is to run until your body collapses from exhaustion. Its blackened blade was apparently forged from the arcane substance of the Abyss, giving the weapon an appearance as dark and foreboding as its master.
   
STATISTICS: STATISTICS:
   
Damage: 1D4 + 4  Damage: 1D4 + 2 
THAC0: +4 bonus THAC0: +2 bonus
Special: Vampiric   Special: Vampiric effect  
Weight: 1 Weight: 1
Speed Factor: 0 Speed Factor: 0
Proficiency Type: Dagger Proficiency Type: Dagger
Type: 1-handed Type: 1-handed
Requires: 3 Strength Requires: 3 Strength
   
Usable By: Usable By:
Non-cleric Non-cleric
Evil Aligned~ Evil Aligned~
   
@1446 = ~Keiria Silverstring's Light Crossbow of Speed~ @1446 = ~Keiria's Light Crossbow of Speed~
   
@1448 = ~This light crossbow has no more abilities than a normal Crossbow of Speed. The only difference is its color as Keiria strives always to remain fashionable, even on the battlefield. @1448 = ~This light crossbow has no extra enchantments to distinguish it from others of its type. The only difference is its color, as Keiria strives always to remain fashionable, even on the battlefield.
   
STATISTICS: STATISTICS:
   
Damage: +1 (missile) Damage: +1 (missile)
THAC0: +1 bonus THAC0: +1 bonus
Special: 1 extra attack per round Special: 1 extra attack per round
Weight: 5 Weight: 5
Speed Factor: 3 Speed Factor: 3
Proficiency Type: Crossbow Proficiency Type: Crossbow
Type: 2-handed Type: 2-handed
   
Only usable by: Only usable by:
Keiria Silverstring~ Keiria Silverstring~
   
@1456 = ~Strength Long Bow +3 'Vibradeath'~ @1456 = ~Strength Long Bow +1: 'Vibradeath'~
   
@1458 = ~Crafted by forest elves for the Snow Barbarian Prince, Corbus Denox, this bow provides increased strength, damage and accuracy. The resonant low hum after it is shot gave birth to its name. @1458 = ~Crafted by forest elves for the Snow Barbarian Prince, Corbus Denox, this bow provides increased strength, damage and accuracy. The resonant low hum after it is shot gave birth to its name.
   
STATISTICS: STATISTICS:
   
Damage: +3  Damage: +1 
THAC0: +3  THAC0: +2 
Special: +1 Strength Special: +1 Strength
Weight: 2 Weight: 2
Speed Factor: 5 Speed Factor: 5
Proficiency Type: Long Bow Proficiency Type: Long Bow
Type: 2-handed Type: 2-handed
Requires: 6 Strength Requires: 6 Strength
   
Not Usable By: Not Usable By:
Druid Druid
Cleric Cleric
Mage Mage
Thief Thief
Monk Monk
Kensai Kensai
Cavalier~ Cavalier~
   
@1459 = ~Holy Bow of the Sukien 'Saw Tooth'~ @1459 = ~Holy Bow of the Sukien: 'Saw Tooth'~
   
@1460 = ~Saw Tooth, probably so named from its appearance, sporting an array of tooth like barbs along its outer length. Only seen in the temple of the Sukien, this is the weapon of a Holy Guard. Runic carvings indicate a command word that when activated creates a block of 5 Arrows of Striking. @1460 = ~Saw Tooth, probably so named from its appearance, sporting an array of tooth like barbs along its outer length. Only seen in the temple of the Sukien, this is the weapon of a Holy Guard. Runic carvings indicate a command word that when activated creates a block of 5 Arrows of Striking.
   
STATISTICS: STATISTICS:
   
Damage: +3 Damage: +3
THAC0: +2 THAC0: +2
Special: Create Arrows of Striking   Special: Create Arrows of Striking (1 arrow/day)  
Weight: 2 Weight: 2
Speed Factor: 5 Speed Factor: 5
Proficiency Type: Long Bow Proficiency Type: Long Bow
Type: 2-handed Type: 2-handed
Requires: 6 Strength Requires: 6 Strength
   
Only usable by: Only usable by:
Paladin~ Paladin~
   
@1464 = ~Ettin was monk from the time of the Ancients. Aside from his priestly duties he was a very adept herbalist. He discovered three magical herbs that when, combined have the effect of paralyzing the user for a short period of time. There is also a small chance of being poisoned when using these herbs. Ettin's knowledge was later discovered by a mage who found a way to deliver the herbs from a distance by coating magical spheres with the herbs. @1464 = ~Ettin was monk from the time of the Ancients. Aside from his priestly duties he was a very adept herbalist. He discovered three magical herbs that when, combined have the effect of paralyzing the user for a short period of time. There is also a small chance of being poisoned when using these herbs. Ettin's knowledge was later discovered by a mage who found a way to deliver the herbs from a distance by coating magical spheres with the herbs.
   
STATISTICS: STATISTICS:
   
Effect: Stuns Target  Usage: 10 charges 
Special: 30% chance to poison target  Effect: Stuns Target for 2 rounds (save vs wands at -4) 
  Special: 30% chance to poison target (30 damage in 15 seconds)  
Range: 100 ft Range: 100 ft
Area: 1 creature Area: 1 creature
Duration: 10 rounds    
   
Usable By: Usable By:
Bard Bard
Mage~ Mage~
   
@1468 = ~When activated, the wand will eject a ball of electrical energy that darts forth to target area. When the ball reaches the target is discharges in a 20 yard area doing 6D6 +6 electrical damage to all creatures within that area, half with successful save vs. wand. @1468 = ~When activated, the wand will eject a ball of electrical energy that darts forth to target area. When the ball reaches the target is discharges in a 20 yard area doing 6D6 +6 electrical damage to all creatures within that area, half with successful save vs. wand.
   
STATISTICS: STATISTICS:
   
Special: Ball of Electrical Energy Special: Ball of Electrical Energy
Damage: 6D6 + 6  Damage: 6D6 (save vs wands for half) 
Range: 100 ft Range: 40 ft
Area: 20 yards Area: 20 yards
   
Usable By: Usable By:
Bard Bard
Mage~ Mage~
   
@1470 = ~Elgenon's Bramble - 'The Branch of Many Thorns'~ @1470 = ~Elgenon's Bramble: 'The Branch of Many Thorns'~
   
@1472 = ~Crafted by nymphs for the keepers of the wood this bramble bush branch is enchanted with thorns that grow anew upon use. Originally gifted to Elgenon the Wise, protector of the Tree of Wisdom, it has since been passed on to druids who have proven their worth as protectors of the wood. @1472 = ~Crafted by nymphs for the keepers of the wood this bramble bush branch is enchanted with thorns that grow anew upon use. Originally gifted to Elgenon the Wise, protector of the Tree of Wisdom, it has since been passed on to druids who have proven their worth as protectors of the wood.
   
STATISTICS: STATISTICS:
   
Damage: 1D8 + 1 Damage: 1D8 + 1
THAC0: +1 THAC0: +1
Damage type: crushing (melee), piercing (missle)  Poison Damage: 1 point per round, up to a total of 5 damage (save negates) 
Poison Damage: 2 points per round, up to a total of 30 damage  Special: Can be thrown and returns to the hand of the wielder 
Weight: 4 Weight: 4
Speed Factor: 1 Speed Factor: 1
Proficiency Type: Club Proficiency Type: Club
Type: 1-handed Type: 1-handed
Requires: 3 Strength Requires: 3 Strength
   
Only usable by: Only usable by:
Druid (Single, Dual, & Multiclass)~ Druid (Single, Dual, & Multiclass)~
   
@1475 = ~This is the jawbone of a donkey that the Nazerite warrior/priest Samson used to kill 600 Philistines in one day. A formidable weapon of humble origin. @1475 = ~This is the jawbone of a donkey that the Nazerite warrior/priest Samson used to kill 600 Philistines in one day. A formidable weapon of humble origin.
   
STATISTICS: STATISTICS:
   
Damage: 1D6 + 3  Damage: 1D6 + 2 
THAC0: +3  THAC0: +2 
Special: Special:
 +1 to all Saves   Upon equipping weapon character's outline becomes blurred, giving a +1 AC bonus and a +1 bonus to all saving throws. 
 Upon equipping weapon character is blurred as per the 2nd level mage spell    
Damage type: crushing Damage type: crushing
Weight: 3 Weight: 3
Speed Factor: 2 Speed Factor: 2
Proficiency Type: Club Proficiency Type: Club
Type: 1-handed Type: 1-handed
Requires: 3 Strength Requires: 3 Strength
   
Not Usable By: Not Usable By:
Mage~ Mage~
   
@2135 = ~Forest Dragon~  @2135 = ~Salandiaxarxes~