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Baldur's Gate 2: Shadows Of Amn cheats / Baldur's Gate 2: Shadows Of Amn hints / Baldur's Gate 2: Shadows Of Amn faqs / Baldur's Gate 2: Shadows Of Amn solutions



Baldur's Gate 2: Shadows Of Amn faqs and solutions

Baldur's Gate 2: Shadows Of Amn Item Description FAQ
By: "DTJAAAAMJS"
E-Mail: DTJAAAAMJS@Yahoo.com
Version: 19.0
Last Updated: 11/23/00

This FAQ will contain an alphabetical list of the descriptions of all of
the items that I have found in the PC game Baldur's Gate 2: Shadows Of
Amn, which is from Bioware. I will split it up into the following
sections:

-Amulets
-Arrows
-Bastard Swords
-Battle Axes
-Bolts
-Boots
-Bracers
-Bullets
-Chain Mail
-Cloaks
-Clubs
-Daggers
-Flails
-Full Plate Mail
-Gauntlets
-Gems
-Girdles
-Halberds
-Heavy Crossbows
-Helmets
-Ioun Stones
-Katanas
-Keys
-Large Shields
-Leather Armor
-Light Crossbows
-Long Swords
-Maces
-Medium Shields
-Miscellaneous
-Morning Stars
-Necklaces
-Ninja-Tos
-Plate Mail
-Potions
-Robes
-Rods
-Rings
-Scimitars
-Short Bows
-Short Swords
-Slings
-Small Shields
-Spears
-Splint Mail
-Staves
-Studded Leather Armor
-Throwing Axes
-Throwing Daggers
-Tomes
-Two-Handed Swords
-Wakizashis
-Wands

I hope that you think this FAQ is useful! !)



Amulets
----------
Amulet of 5% Magic Resistance
Amulet of Magic Resistance
Commissioners working for the Athkatla city council often wear these
amulets while searching for spell users. The amulet provides some small
protection against devious mages who resist any efforts at being
imprisoned or killed.
STATISTICS
Magic Resistance: +5%

Amulet of Spell Warding
Amulet of Spell Warding
A favorite item of protection for a mage entering a magical duel, this
amulet provides protection against spells, but does not interfere with
the mage's own spellcasting.
STATISTICS
Abilities: +2 bonus to all saves vs. spells

Bloodstone Amulet
Amulets are usually magical devices that are commonly worn around the
neck, suspended from a chain. The type of chain that comes with an
amulet generally increases the item's aesthetic value, not its magical
properties. Only one amulet can be dangled from the neck at a time.

Harper Amulet
All of the Harpers that you have met in this area were wearing one of
these amulets. Perhaps it somehow identifies one as being a Harper.
Could there be a section of this building that can only be accessed by
Harpers?

Sensate Amulet
Sensate Amulet
This amulet originates in the city of Sigil where is was forged the by
the Society of Sensation. It was given out to the most loyal sensates,
to protect them when they traveled the Planes looking for new
experiences.
STATISTICS
While Equipped:
+5 bonus to hit points
+2 bonus to charisma
Permanent protection from evil
Usable By:
Cleric



Arrows
----------
Arrow +2
These arrows were enhanced through magical means when they were created.
They appear slightly straighter than the average arrow, almost alive as
they effortlessly leave your bow and streak towards their target with
deadly accuracy.
STATISTICS:
Damage: 1D6
THACO: +2
Damage type: missile (piercing)
Weight: 0
Launcher: Bow
Not usable by:
Cleric
Druid
Mage



Bastard Swords
----------
Bastard Sword +1, +3 vs. Shapeshifters
Bastard sword +1, +3 vs. Shapeshifters: 'Kondar'
At first glance, this sword appears much like any other. In the
presence of any shapeshifting creature however, the blade becomes warm
as its power stirs. Its namesake was the original owner of the weapon,
and his tale, though mostly long forgotten, was wrought with treachery
and deceit. Rumors persist that he paid a fearsome price for this
blade, but with it he revealed the true identities of those that sought
to betray him. Their names and crimes however, are long since lost to
history.
STATISTICS:
THACO: +1 bonus
Damage: 2D4 +1, +3 vs. Shapeshifters
Damage type: slashing
Weight: 8
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Jhor The Bleeder +2
Jhor the Bleeder, Bastard Sword +2
This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted
dubious service at court throughout Faerun. Skilled in "persuasion", he
would use this sword to perform the "Death Of A Thousand Cuts", an
ancient ritual from his homeland involving a lengthy series of small,
painful incisions. The properties of the blade prevent blood from
clotting, and the victim slowly bleeds to death. The sword was stolen,
and its whereabouts have been a mystery until now.:
Combat Abilities: 2 extra hit points of damage every round, until 10
hit points of damage done
THACO: +2 bonus
Damage: 2D4 +2
Damage type: slashing
Weight: 7
Speed Factor: 6
Proficiency Type: Bastard sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief



Battle Axes
----------
Axe of Hrothgar +3
Axe of Hrothgar +3
This axe was wielded by an adventurer who lived within the town of
Easthaven in Icewind Dale. He died about a century ago trying to rescue
his town from the ancient demon Balhifet.
STATISTICS:
Equipped Abilities:
+1 Charisma
+1 Wisdom
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 5
Speed Factor: 4
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Battle Axe
The most common version of the battle axe is a stout pole about four
feet in length with a single-edged, trumpet-shaped blade mounted on one
end. Battle axes are also called broad axes.
STATISTICS:
Damage: 1D8
Damage type: slashing
Weight: 7
Speed Factor: 7
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Battle Axe +1
The most common version of the battle axe is a stout pole about four
feet in length with a single-edged, trumpet-shaped blade mounted on one
end. Battle axes are also called broad axes. This is a magical axe.
STATISTICS:
THAC0: +1 bonus
Damage: 1D8 +1
Damage type: slashing
Weight: 7
Speed Factor: 6
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Battle Axe +3, Frostreaver
Frostreaver, Battle Axe +3
This was the axe of Illgarth, a Frost Giant that terrorized northern
communities long ago. It is not known where he acquired the weapon, but
he took a perverse pleasure in unleashing it upon small folk,
particularly halflings. Ice and acid maimed those not killed, and the
giant would laugh coldly if he recognized his handiwork from a previous
visit. Ultimately a group did manage to kill him, and at the request of
his victims Frostreaver was buried with him.
STATISTICS
Combat Ability:
+1 point cold damage to target
+1 point acid damage to target
THACO: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 7
Speed Factor: 4
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief



Bolts
----------
Bolt +1
Quarrels or bolts are the ammunition fired by crossbows regardless of
the weapon's size. However this bolt has been imbued with a small
amount of magical properties which enhances performance in flight,
almost as if the bolt was guided towards its target.
STATISTICS:
Damage: 1D8
THACO: +1
Damage type: missile (piercing)
Weight: 0
Launcher: Crossbow

Bolt of Biting
The Bolt of Biting was designed as a deadly compliment to the crossbow.
With the barbed tip coated in a nasty poison, it will infiltrate the
bloodstream of its victims causing agony and oft-times, death.
STATISTICS:
Damage: 1D8
Damage type: missile (piercing)
Poison: 30 damage in 15 seconds (save vs. death for none)
Weight: 0
Launcher: Crossbow

Bolt of Lightning
This bolt seems to crackle with energy as it is held in the hand. When
shot from the crossbow, it seems to leap towards its target leaving
behind an electrical sulfuric smell. As it hits there is a crackle as
the energy stored is released into the target's wound.
STATISTICS:
Damage: 1D8
Damage type: missile (piercing)
Special: 4D4 electrical damage (save vs. breath for half)
Weight: 0
Launcher: Crossbow

Drow Bolt +1
Drow Bolt +1
Quarrels or bolts are the ammunition fired by crossbows regardless of
the weapon's size. However this bolt has been imbued with a small
amount of magical properties which enhances performance in flight,
almost as if the bolt was guided towards its target. This item, like
most drow equipment, is created using Adamantine, an alloy of adamantite
that quickly turns to dust if removed from the Underdark.
STATISTICS:
Damage: 1D8 +1
THACO: +1
Damage type: missile (piercing)
Weight: 0
Launcher: Crossbow

Drow Bolt of Stunning
Drow Bolt of Stunning
This item, like most drow equipment, is created using Adamantine, an
alloy of adamantite that quickly turns to dust if removed from the
Underdark. A target hit by this bolt must making a saving throw vs.
death or be stunned for four rounds.
STATISTICS:
Combat Ability: target must save vs. death or be stunned for four
rounds
Damage: 1D8 +1
THACO: +1
Damage type: missile (piercing)
Weight: 0
Launcher: Crossbow



Boots
----------
Boots of Avoidance
Boots of Avoidance: 'Senses of the Cat'
The magic of these boots was specifically designed to detect incoming
missiles and aid the wearer in avoiding them. They were originally
commissioned by the instructor of an archery academy, who had tired of
suffering "accidents" at the hands of his inexperienced students.
STATISTICS:
Armor Class bonus: +5 vs. missile weapons
Weight: 4

Boots of Elvenkind
Boots of Elvenkind
These soft boots make the wearer move as silently as the woodland elves.
Thieves love to get their hands on these boots, but the elves are
reluctant about exporting them, fearful that they may be used for
illegal purposes.
STATISTICS
Abilities:
Move Silently: +30% bonus
Usable By:
Thieves

Boots of Etherealness
Boots of Etherealness
Why these boots were ever made has long been the subject of speculation
among the sages of Candlekeep. Some suggest that a certain noblewoman
was gifted them by an ethereal lover, so that she could join him for a
tryst. Others simply point out that the boots are useful for any mages
to become intangible to attacks while devastating an opponent with
offensive magic.
STATISTICS
Use Abilities:
Etherealness: These boots can make a wearer ethereal for 30 seconds
(oncer per day). This makes the wearer immune to normal weapons.
Spells may still be cast, and weapons may still be used.

Boots of Speed
Boots of Speed: 'The Paws of the Cheetah'
These enchanted boots were once the property of a deadly assassin fond
of chasing down his prey. He moved with such speed that his targets
often didn't have the opportunity to respond, even on horseback. Over
time the assassin's fame spread, and though his name was never known,
all knew to fear the words last heard by his victims: "you can hide,
but you cannot run!"
STATISTICS
Equipped Ability: increases movement rate

Boots of Stealth
Boots of Stealth: 'Worn Whispers'
In ages past, a king named Rhigaerd was renowned for the spies he kept.
So skillful were they, that no nook or cranny escaped their eyes and
maps were held for entire castles and towns. Eventually betrayed from
within, the tools of their trade were taken and dispersed, ensuring that
none could amass such a band again.
STATISTICS:
Move Silently Bonus: +20%
Hide in Shadow Bonus: +15%
Weight: 4
Not usable by:
Fighter
Mage
Cleric
Druid

Worn Out Boots
Boots are normally hand-made by cobblers. Common boots are made by
using a form, but good boots are designed for the foot of an individual.
STATISTICS:
Weight: 4



Bracers
----------
Bracers of Archery
Bracers of Archery: 'The Dale's Protector'
During a dangerous meeting with a rival ruler, the King of Great Dale
requested the protection of his best archers in addition to his usual
guard. The archers, each equipped with an enchanted bow and bracers,
hid within range of the gathering. As predicted, enemy troops attempted
to seize the King and force their will over his rule, but none had
anticipated the amazing accuracy and lethality of the hidden archers.
The King was able to escape unharmed; in fact, none of the ambush
members even lived to approach him.
STATISTICS:
THACO: +2 (missile weapons only)
Weight: 2
Not usable by:
Druid
Mage
Cleric

Bracers of Defense AC 4
Bracers of Defense AC 4
Sometimes known as Gauntlets of Chain Mail, these bracers were first
worn by Tapid Gornoak. He was still an active warrior at the age of
seventy-five but the weight of his armor was getting harder and harder
to bear. A companion, the sorceress Nadalarin, created these bracers
for him. She also cast a permanent illusion over him so that his men
would think he still wore his heavy chain. Tapid died twenty years
later, his hands wrapped around the neck of an orc chief when old age
took him.
STATISTICS:
Armor Class: 4
Weight: 2

Bracers of Defense AC 8
Bracers are thick bands of metal or leather that are strapped, belted,
or tied to a character's forearm. Generally, the magic that is
instilled in bracers is good only during combat, since most bracers help
protect the bearer from injuries, or improve chances to strike at an
opponent. Exceptions do exist, though such items are rare at best.
STATISTICS:
Armor Class: 8
Weight: 2



Bullets
----------
Sunstone Bullet +1
Magical currents are embedded inside this bullet so that it seems a
little more balanced and lighter as it jumps towards an opponent. When
the bullet strikes an opponent it explodes in a flash of fire.
STATISTICS:
Damage: 1D4 +2, +2 Fire Damage
THACO: +1
Damage type: missile (piercing)
Weight: 0
Launcher: sling



Chain Mail
----------
Chain Mail Armor
Chain mail is made of interlocking metal rings. It is always worn over
a layer of padded fabric or soft leather to prevent chafing and lessen
the impact of blows.
STATISTICS:
Armor Class: 5
Weight: 40
Requires: 8 Strength
Not Usable By:
Druid
Mage
Thief

Darkmail +3
Whether by design or through exposure to intense heat in battle, the
chain links of this armor are coal black throughout. While legends
usually speak of knights in shining armor facing great beasts, the fire
resistant enchantment on this suit suggests equally great, if
unheralded, battles with fire breathing creatures.
STATISTICS:
Bonuses: +20% Resistance to fire damage
Armor Class: 2
Weight: 9
Requires: 8 Strength
Not Usable By:
Druid
Mage
Thief

Drow Elven Chain +3
Drow Chain +3
The delicate yet sturdy craftsmanship of the Elven races allows them to
design many beautiful yet utilitarian goods. Among these is Elven chain
mail, which is so finely wrought that it can be worn under normal
clothing without revealing its presence. This and its lightness allows
it to be worn by thieves and fighter/mages with few restrictions.
This item, like most drow equipment, is created using Adamantine, an
alloy of adamantite that quickly turns to dust if removed from the
Underdark.
This magical drow chain mail gives the wearer a bonus of 5% to magic
resistance and takes 1 off of the speed factor of all spells cast by the
wearer of the armor.
STATISTICS:
Abilities: +5 Magic Resistance
-1 to casting time of all spells
Armor Class: 2
Weight: 12
Requires: 5 Strength
Not Usable By:
Druid
Mage
Kensai

Elven Chain Mail
The delicate yet sturdy craftsmanship of the Elven races allows them to
design many beautiful yet utilitarian goods. Among these is Elven chain
mail, which is so finely wrought that it can be worn under normal
clothing without revealing its presence. This and its lightness allows
it to be worn by thieves and fighter/mages with few restrictions.
STATISTICS:
Armor Class: 5
Weight: 7
Requires: 5 Strength
Not Usable By:
Druid
Mage

Melodic Chain +3
The Bards of Melody were a small band of half-elf bardic warriors who
entertained and defended scattered elven communities throughout
Calimshan. Enchantments allowed only minstrels to wear this armor, the
magical links sliding together to produce beautiful melodies as they
danced or fought. Unfortunately the Bards of Melody were disbanded
hundreds of years ago, and the secret of 'playing' the armor faded with
them.
STATISTICS:
Armor Class: 2
Weight: 12
Requires: 5 Strength
Usable By:
Bard



Cloaks
----------
Cloak of Elvenkind
Cloak of Elvenkind
This green cloak resembles a normal cloak. Wearing it makes any person
able to hide in shadows with astonishing abilities. As per the thief
ability though, the moment the wearer attacks or otherwise makes his/her
presence known the wearer must leave the shadows.
STATISTICS
Hide in Shadow: bonus 50%

Cloak of Reflection
Cloak of Reflection
Vorn Druidslayer crafted this cloak and used it with great success in
his campaign to eliminate the druids from all the woods south of
Baldur's Gate. His campaign ended abruptly when he encountered a flock
of wyverns, who were attracted by the cloak's sheen. They killed Vorn
and used the cloak to cover their nest, serving to protect their young
during electrical storms.
STATISTICS:
Special Abilities: Reflects all electrical damage back to the source

Cloak of the Sewers
Cloak of the Sewers
For a sewer dweller like Ivan, survival meant going where others
refused. Hiding from thugs, Ivan went so deep into the sewers beneath
Baldur's Gate, that he found caverns of natural caves, some of which
opened to the ocean. Within one cave, Ivan discovered what he thought
was a ruined cloak, all torn and stained. He tossed it into the fire he
started, but it would not burn. Curious, he donned it and with some
prying he discovered its hidden abilities. With the right command he
could shift into a rat, a troll, or a mustard jelly.
STATISTICS
AC: +1 bonus
Special Abilities:
Polymorph self: Once a day, the wearer can change into a rat, a troll,
or a mustard jelly.

Cloak of the Shield
This cloak projects a sphere of energy that protects the wearer from
missile weapons. It also slows melee weapons somewhat.
STATISTICS:
Special: +5 Armor bonus vs. missile weapons
Special: +1 Armor bonus vs. all other weapons
Duration: 1 turn
Number of charges: Unknown
Weight: 4
Not Usable By:

Cloak of the Stars
Cloak of the Stars
Thalanta the Fair created many types of cloaks, all known as Cloaks of
the Stars. This particular version is simple, with three stars down
each sleeve. Once per day each star can be removed and thrown as a
dart. The star disappears, only to return the next day.
STATISTICS
Special Abilities: Creates six +5 darts each day

Drow Piwafwi Cloak
This cloak belongs to Solaufein, the drow warrior. It increases the
wearer's hide in shadows and move silently abilities. Talented drow
weavers have woven strands of adamantine into this cloak, thus rendering
it useless if exposed to the light -- the effect of which will turn the
cloak to dust.
STATISTICS
Hide in Shadows: +75%
Move Silent: +75%
Saving Throw vs. Breath: +6

Nymph Cloak
The fabled Nymph Cloak is renowned for its ability to increase the
Charisma of even the most surly dwarf. A Cormyrean noble hoping to make
her politically convenient marriage more palatable apparently went to
great expense to obtain one for herself and another for her husband.
This cloak may be used to charm one person, once per day.
STATISTICS:
Charisma: +2 bonus
Weight: 3
Not usable by:



Clubs
----------
Bone Club +2, +3 vs. Undead
Bone Club +2, +3 vs. Undead
This vicious club was created hundreds of years ago, reportedly by a
shaman on a quest for revenge. His family had fallen to undead, and so
personal was his rage that he amputated his own leg, using the femur for
the body of the weapon. Magical runes empower it, though it is likely
the sheer force of his hatred would have served on its own.
STATISTICS:
THAC0: +2, +3 vs. Undead
Damage: 1D6 +2, +3 vs. Undead
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage



Club
Most clubs are stout, hardwood sticks, narrow at the grip and wider at
the end. This simple weapon has been used since mankind first began
using tools. Anyone can find a good stout piece of wood and swing it;
hence the club's widespread use.
STATISTICS:
Damage: 1D6
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage



Daggers
----------
Embarl's Dagger
Embarl's Dagger will prove to Mae'Var that Embarl has been 'dealt with.'
STATISTICS:
Damage: 1D6
Damage type: Piercing
Weight: 2
Speed Factor: 1
Proficiency Type: Dagger
Type: 1-handed
Not Usable By:
Cleric

Pixie Prick +3
Pixie Prick +3
The Pixie Prick almost appears to be a toy, so fine and delicate is the
workmanship of the blade and handle. Yet when wielded and the command
word 'Sleep' is intoned, the tiny dagger glows with a blue nimbus. Upon
striking an opponent the Pixie Prick releases a surge of powerful magic,
potentially inducing a deep slumber. Legends say that the ancient
sprite knight, Alfonso de Noble wielded the Pixie Prick, not as a dagger
but as a two handed sword.
STATISTICS:
Combat Ability: Target must make a saving throw vs. poison or fall
asleep for two rounds
THACO: +3 bonus
Damage: 1D4 +3
Damage type: piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Not Usable By:
Cleric



Flails
----------
Drow Flail +3
Drow Flail +3
The flail is a sturdy wooden handle attached to an iron rod, a wooden
rod with spikes, or a spiked iron ball. Between the handle and its
implement is either a hinge or chain link. The weapon was originally
used as a toll for threshing grain.
This item, like most drow equipment, is created using Adamantine, an
alloy of adamantite that quickly turns to dust if removed from the
Underdark.
STATISTICS:
THAC0: +3 bonus
Damage: 1D6 +4
Damage type: crushing
Weight: 15
Speed Factor: 4
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief

Flail
The flail is a sturdy wooden handle attached to an iron rod, a wooden
rod with spikes, or a spiked iron ball. Between the handle and its
implement is either a hinge or chain link. The weapon was originally
used as a tool for threshing grain.
STATISTICS:
Damage: 1D6 +1
Damage type: crushing
Weight: 15
Speed Factor: 7
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief

Flail +2
The flail is a sturdy wooden handle attached to an iron rod, a wooden
rod with spikes, or a spiked iron ball. Between the handle and its
implement is either a hinge or chain link. This particular flail has
been magically enhanced.
STATISTICS:
THACO: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 12
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief

Flail of Ages
This one-headed flail causes cold damage. If the other heads for the
Flail of Ages could be found, they would make this weapon more powerful.
STATISTICS:
Damage: 1D6 +2, +1 Cold Damage
Damage type: crushing
Weight: 10
Speed Factor: 6
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief

Flail of the Ages
This two-headed flail causes acid and cold damage. If the other head
for the Flail of Ages could be found, it would make this weapon more
powerful.
STATISTICS:
Damage: 1D6 +3, +1 Acid Damage, +1 Cold Damage
Damage type: crushing
Weight: 10
Speed Factor: 7Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief

Flail of Ages +3
This flail has been in the care of Lord Arnise for some time, a relic of
his adventuring youth. It has been kept disassembled, the individual
pieces stored in separate locations, and only used in the direst of
emergencies. Lord Arnise was likely concerned about the powerful magic
that the weapon radiated when compiled, and rightfully so. A trail of
destruction has followed it through history, leading straight back to
the original owners. The flail was the creation of the warlike
Rakshasa, a race of vengeful spirits that crave human meat, and used an
adaptable weapon that could suit any battle. During a particularly
violent hunt the flail was lost, only to be returned when they used
their affinity for magic to locate its powerful aura. They discovered
that the weapon had found its way into the hands of a great human
warrior, and the battle that followed was truly splendid. They have
since used the item as bait countless times, 'losing' it again and
again. Powerful items gravitate towards powerful people, and powerful
people yield the most glorious battles.
STATISTICS:
Combat Abilities: A chance each hit that target will be slowed (no
saving throw)
THACO: +3 bonus
Damage: 1D6 +4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage
Damage type: crushing
Weight: 10
Speed Factor: 4
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief



Full Plate Mail
----------
Drow Full Plate +5
Full plate armor is the best armor a warrior can buy, both in appearance
and protection. The perfectly fitted interlocking plates are specially
angled to deflect arrows and blows, and the entire suit is carefully
adorned with rich engraving and embossed detail. This drow armor will
dissolve to dust if removed from the Underdark.
STATISTICS:
Armor Class: -4
Weight: 70
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief



Gauntlets
----------
Gauntlets of Dexterity
Gauntlets of Dexterity: 'The Brawling Hands'
This pair of gauntlets was likely developed in Kara-Tur to aid masters
of the martial arts. Legends speak of such masters from the Far East
bringing these items with them on their journeys, though details remain
sketchy.
STATISTICS:
Dexterity: set to 18
Weight: 2
Not usable by:

Gauntlets of Weapon Skill
Gauntlets of Weapon Skill: 'Xarrnous' Second Sword Arm'
Perhaps the most well known owner of these gauntlets was a mercenary,
named Xarrnous. He specialized in smuggling, and frequently loaned
these gauntlets to clients if they were to travel with him. In his
eyes, an extra sword arm was always handy.
STATISTICS:
THACO: +1 bonus
Weight: 2
Not usable by:

Gloves of Healing
Gloves of Healing
These gloves are usually given to novices of the Most Noble Order of the
Radiant Heart who have yet to acquire the ability to cast spells. For
anyone outside of the Order to wear these gloves is a rare honor.
STATISTICS
Special Abilities: Heal up to 10 hit points of damage and any poison
effects, once per day



Gems
----------
Andar Gem
Andar is hard and durable, yielding translucent gems ("Andars") that
flash green-red or brown-red when properly faceted.

Beljuril
Normally a deep, pleasant seawater green, beljurils periodically blaze
with a glittering, winking, flashing light. Although this particular
stone has a slightly different hue, perhaps a new strain, rarely if ever
seen before. It looks incredibly valuable.

Black Opal
Black Opal has a greenish hue with black mottling and gold flecks.
Usually found in ancient hot springs, the gem is tumbled smooth and cut
cabochon. The phrase in the north "Black as an opal" is used as a
subtle form of praise for kind-hearted rogues and the like.

Chrysoberyl Gem
Chrysoberyl is a hard, transparent, green gem which is usually facet-
cut. It is said that Chrysoberyl has ties to the outer planes and hence
its use with battling demonic possession and the undead.

Emerald
An Emerald is a brilliant green beryl, cleaved along straight box like
lines, with rectangular cutting in the finished gem. Emeralds are often
connected with health, and so are used ornamentally for such a purpose.

Fire Agate Gem
Fire Agate is the name given to chalcedony which contains thin lines of
iridescent goethite. When properly cut, the iridescence displays red,
brown, gold, and green hues, and the finest specimens are partly
translucent.

Horn Coral Gem
Horn Coral, which is also called night coral, is a deep black coral,
similar to angel's skin save for its solid color. It is incredibly
difficult to work with, and is used in jewelry as a polished twig or
branch of material, or is cut cabochon.

Iol Gem
Iol is actually short for Iolite (cordierite), although a common
nickname is "violet stone" even though its overall hue is usually blue.
Iols are usually cut into faceted gems to best display the stone's color
changes as it is viewed from different directions. Small, cut iols can
be clear, but larger specimens usually contain silky inclusions of
another substance such as hemitite crystals, which give the same rich
golden flash of color in sunstones.

Jasper Gem
Jasper is an opaque quartz found in reds, browns, and blacks. Very rare
specimens are blue or have bands of blue against the other colours.
Jasper can be crushed and used in making potions and magical devices
which protect against poison.

King's Tears
King's Tears are very rare and found only in the Realms where they are
sometimes called frozen tears. Clear, teardrop-shaped, smooth surfaced,
and totally unbreakable so far by any means. These stones are said to
be the crystallized tears of long-dead necromancer kings. In each gem
can be seen that which the weeping king loved long ago. Their true
nature is unknown but suffice it to say that sages prize these gems
above all others.

Lynx Eye Gem
Lynx Eye is a specific type of labradorite (a feldspar gemstone).
Labradorite as a class of stones is pale to dark gray and has patches of
colored reflections. This "flash" is most commonly blue but can be of
all shades. "Green flash" labradorite is called lynx eye in the Realms.

Moonbar Gem
Moonbar is a pearly white, opaque gemstone, usually pale blue with green
and gold mottling. Related in type to fire and black opal, but is only
slightly more common.

Pearl
Pearls consist of layers of aragonite agonizingly formed around a bit of
grit or other irritant inside oysters and other mollusks. The resulting
pearl has a rich, deep luster. Most of the pearls in the realms are
white, however there are varieties that are much more rare such as
rainbow and black.

Rogue Stone
A small, shifting, rainbow coloured, irridecent gemstone. The fluid
shades of colour appear almost liquid under normal sunlight, it is truly
a beautiful sight to behold. Rogue stones are extremely rare and are
used for the gemjump spell, hence one of the most sought after gems in
the Realms.

Shandon Gem
Shandon is another name for natrolite in the Realms; its slender,
colorless crystals yield tiny faceted gems used often in veils and robes
in order to capture the beading effect of water glistening upon the
material.

Skydrop Gem
Skydrop is the common name given to clear or lightly colored tektite
material; fragments of glass of celestial (meteoric) origin, found in
the vast shifting sands of Anauroch and other deserts.

Sphene Gem
Sphene is a soft, brittle gemstone (and, like scapra, easily worked by
unskilled cutters) of various yellow to green shades, the most prized of
these being a fine emerald green.

Star Diopside Gem
Star Diopside is the most prized form of a hard, durable gemstone that
is rarely found in attractive colours. It is usually too dark for
beauty, however mountain and streambed-pebble crystals of a pale green
hue make attractive stones such as diopside. When a gem is found that
is darker green it can be cut in such as fashion so to produce four- to
six-rayed stars.

Star Sapphire
Star Sapphire is a precious variation of the sapphire, however is more
translucent, with a white star highlighted in its center. A star
sapphire has been known to ornament devices which protect against magic.

Sunstone Gem
Sunstone is a feldspar jem, closely related to moonstone, and more
properly known as oligoclase. Sunstone can be colorless or faintly
greenish and of facet grade, but most common by far is its softer
(cabochon) variety. This yields gemstones that have bright red or
orange spangles (minute crystals) suspended in a nearly colorless
background in a parallel fashion, giving the whole a rich golden or
redish brown color.

Tchazar Gem
Tchazar is the common name given to aragonite, a straw-yellow gemstone
found in elongated, prism-shaped crystal form. It is soft and fragile,
and requires skilled cutting to yield faceted gems.

Turquoise Gem
Turquoise is an opaque aqua stone with darker mottling, and is found in
the more arid reaches of the Realms. Horsemen will often place a sliver
of this stone in a horse's harness as a sign of good luck.

Water Opal
Water Opal is a colourless, clear opal with a play of colour. It is
rare and valuable in the Realms, where it is used in scrying devices.

Ziose Gem
Ziose is the name given by sages to a particular facet-grade variety of
ziosite; a rare mineral that yields cut stones that flash three vivid
hues depending on how the light catches them; purple, blue, or red or
purple, green, and red. Very large (fist- or foot-sized) gems are found
and are prized for use in pendants and brooches.

Zircon Gem
Zircon is a brownish crystal found in igneous (volcanic) rocks. Zircon
attains its pale blue shade with heating and cutting (usually facet-
cut).


Girdles
----------
Imoen's Belt
Imoen does not know when or how she acquired this belt, and despite all
of her efforts and magic it cannot be removed or unbuckled.

Girdle of Bluntness
Girdle of Bluntness: 'Destroyer of the Hills'
Having lost friends and loved ones to a series of raids by hill giants,
Garrar The Powerful made it his mission to cleanse his homeland of their
presence. It is not known where he acquired this item, but with it he
single handedly dispatched dozens of the creatures, all the while
protected from the blows of their clubs. The remaining giants fled to
neighboring lands, lands that lacked a similar champion and did not fare
as well.
STATISTICS:
Armor Class Bonus: +4 vs. blunt weapons
Weight: 2

Girdle of Fortitude
Girdle of Fortitude
This girdle greatly increases the wearer's constitution. King Violos
used it when leading an expedition against marsh trolls. He'd been
severely sickened the past winter and was no longer the healthy man he
once was. The belt gave extra years to his life and inspired his men to
renew their confidence in their king once more.
STATISTICS
Special Abilities (once per day):
Constitution: set to 18 (lasts for eight hours)

Girdle of Hill Giant Strength
Girdle of Hill Giant Strength
This plain belt makes the wearer as strong as a hill giant, but does not
make him or her giant size. Many a cocky warrior has been suprised by a
much smaller opponent with remarkable strength. More often than not a
belt such as this is the reason.
STATISTICS
Strength: set to 19

Girdle of Piercing
Girdle of Piercing: 'Elves' Bane'
An infamous highwayman in his day, Pandar of Scardale made quite a name
for himself vexing the elves of Cormanthor forest. To their annoyance
he continually used the wood to escape the law; and with the aid of this
girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps
and starvation proved a slower, but effective substitution.
STATISTICS:
Armor Class Bonus: +3 vs. piercing weapons
Weight: 2



Halberds
----------
Dragons's Bane +3
Halberd +3: Dragon's Bane
This was the weapon of Thorvin Dukal, one of seven self-proclaimed
Dragonslayers who spent years railing against what they called "an
insidious dragon infestation that threatened Faerun." Thorvin had this
weapon enchanted at great expense and used it on many occasions, though
of dragons only a single white has fallen to it. The Dragonslayers met
their match in a cantankerous ancient red who slew the entire group in
an epic battle. This weapon did not end up in the beast's hoard
however, as the creature returned to its lair to recuperate and when it
emerged the field of combat was well scavenged.
STATISTICS:
THAC0: +3 bonus
Damage: 1D10 +3, +6 vs. dragons
Damage type: piercing
Weight: 12
Speed Factor: 9
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Halberd +3
Drow Halberd +3
By far the oldest and most often used pole-arm, the halberd consists of
a cleaver-like axe blade mounted on a staff averaging six feet in
length. The axe blade is balanced at the rear with a fluke, and
surmounted by a sharp spike, usually of quadrangular design. The fluke
is sometimes replaced by a hook used to dismount cavalry. A halberd can
be best described as a cross between a spear and an axe.
This item, like most drow equipment, is created using Adamantine, an
alloy of adamantite that quickly turns to dust if removed from the
Underdark.
STATISTICS:
THAC0: +3 bonus
Damage: 1D10 +3
Damage type: piercing
Weight: 15
Speed Factor: 6
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Halberd +2
Consisting of a cleaver-like axe blade mounted on a staff averaging six
feet in length, the halberd is the oldest and most often used pole-arm.
It is best described as a cross between a spear and an axe. Magic has
been used to forge this particular weapon, gifting it with enhanced
abilities to slaughter foes.
STATISTICS:
THAC0: +2 bonus
Damage: 1D10 +2
Damage type: piercing
Weight: 12
Speed Factor: 7
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Halberd +2, Duskblade
Halberd +2 Duskblade
Though once a simple halberd, this weapon spend many hundreds of years
in a tomb next to the soul phylactery of a powerful lich. The creature
was eventually erased from existence, purportedly by another of its
kind, but such close proximity to that concentrated evil has imbued this
blade with the very essence of night and the chill of darkness, energy
that becomes deadly in combat. It is a foul weapon, and a warrior
should use it with caution.
STATISTICS:
THAC0: +2 bonus
Damage: 1D10 +2, +2 points of cold damage
Damage type: piercing
Weight: 12
Speed Factor: 7
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Halberd +4: Wave
Halberd +4: Wave
Forged in antiquity by a cult devoted to the goddess Umberlee, this
weapon of vengeance was designed to aid the cult's champion in
retrieving a holy artifact from the fire giants of the Storm Horn
Mountains. That was a lot of hope to place in one champion, and
unfortunately the Wave had been lost ever since.
STATISTICS:
Combat Abilities:
15% chance of draining victim of water (+15 damage)
Slays Fire Elementals, Efreet, Salamanders (no save)
THAC0: +4 bonus
Damage: 1D10 +4
Damage type: piercing
Weight: 12
Speed Factor: 5
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Monk
Druid
Cleric
Mage
Thief

Harmonium Halberd
Harmonium Halberd +3
This weapon is a powerful weapon usually given out to the most important
of Harmonium captains. The Harmonium is an faction based out of the
planar city known as 'Sigil'.
STATISTICS:
Equipped Abilities:
+1 strength
-1 Intelligence
-1 Wisdom
THAC0: +3 bonus
Damage: 1D10 +3
Damage type: piercing
Weight: 12
Speed Factor: 9
Proficiency Type: Halberd
Type: 2-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief



Heavy Crossbows
----------
Crossbow of Affliction +4
Crossbow of Affliction +4
A devastating weapon, this crossbow unfortunately draws its power
directly from the wielder. Some bowmen have used it regardless, and
many to great effect, but the drawbacks must be carefully considered.
Its most famous owner, Guil de Lyons, made good use of it fighting
bandits in remote areas of Faerun, but he ultimately fell when he lacked
the strength to defend against a rare assailant that got within striking
distance.
STATISTICS:
Equipped Penalties: -2 Strength penalty
THAC0: +4 bonus
Damage: +4 (missile)
Weight: 9
Speed Factor: 6
Proficiency Type: Crossbow
Type: 2-handed
Not Usable By:
Druid
Cleric
Mage
Thief

Heavy Crossbow of Searing +1
Crossbow of Searing +1
A marvel of engineering, this crossbow covers bolts in oil and sets them
alight when fired. It is enchanted as well, likely to keep the
mechanism working smoothly. It bears the hallmarks of the inventor's
god, Gond.
STATISTICS:
THAC0: +1 bonus
Damage: +3 (missile), +2 fire damage
Weight: 10
Speed Factor: 9
Proficiency Type: Crossbow
Not Usable By:
Druid
Cleric
Mage
Thief



Helmets
----------
Dragon Helm
The skillful hand of the warlock Wormsor carefully worked several dragon
scales into this powerful helmet. Red, white and green scales overlap,
protecting the wearer from normal blows as well as fire, cold and
electricity. It is hard to determine whether the benefits originate
within the scales or the spells of the mage.: Sets fire, cold and
electrical resistance to 25%
Armor Class Bonus: None
Weight: 2
Not Usable By:
Mage
Bard
Thief

Helm of Charm Protection
As its name suggests, the Helm of Charm Protection protects its wearer
from any magical attempts at emotional manipulation. As a precaution,
some high-profile mercenary groups regularly equip their members with
such helmets to ensure that they can perform their prescribed duties
without external interference.
STATISTICS:
Armor Class Bonus: None
Special:
Protects Against Critical Hits
Wearer is immune to charm
Weight: 4
Not Usable By:
Mage
Bard
Thief

Helm of Glory
Helm of Glory: 'Helm of the Noble'
Named for its original owner, Sir Tain the Noble, this helm saw many
great battles in his possession. It was eventually passed on to Sir
Tain's squire, who had served him faithfully for almost ten years.
Alas, the young man had neither the strength, nor the skill to uphold
his master's legacy. It is rumored he lost his life in the pursuit of a
worthy, but ultimately futile cause, and the helm has had many owners
since.
STATISTICS:
Armor Class: +1 bonus
Charisma: +1 bonus
Special: Protects Against Critical Hits
Weight: 2
Not Usable By:
Mage
Bard
Thief

Helm of Infravision
Helm of Infravision: 'The eyes of Truth'
Being a scavenger of a sort, Babette Maelstrom had this created to aid
her in her dungeon excursions. She would later attribute her gathered
wealth solely to its power, though likely it was as much her keen eyes
as anything.
STATISTICS:
Armor Class Bonus: None
Special:
Protects Against Critical Hits
Grants wearer infravision up to 120 ft
Weight: 3
Not Usable By:
Mage
Bard
Thief

Helmet
This class of open-face helmet, made of reinforced leather or metal,
covers most of the head, save the face and neck. These helmets commonly
provide protection for the nose.
STATISTICS:
Armor Class Bonus: None
Special: Protects Against Critical Hits
Weight: 2
Not Usable By:
Mage
Bard
Thief

Helmet
This helmet is black and lustrous, its metal brought to a shine that
nearly matches the small gems that have been placed around the
faceplate. A black veil hangs down the open front of the helmet,
obviously meant to completely obscure the face of whomever wears the
item.

Mask of King Strohm III
This is the reconstructed mask of King Strohm the third. When you place
it on your face, the entire world becomes tinted with odd colors.
Perhaps this mask will allow you to see something that you hadn't been
able to see before, but its use beyond that seems questionable.

Patrol Leader's Helmet
This is the helmet of the Svirfneblin Patrol Leader that you were sent
to kill. It will act as proof that you have succeeded in your mission.

Vhailor's Helm
Vhailor's Helm
This helmet was worn by a mysterious warrior named Vhailor. The warrior
was destroyed while helping a creature known as the 'Nameless one'.
STATISTICS:
Special Abilities (once per day): cast simulacrum
Armor Class Bonus: 1
Weight: 2
Not Usable By:
Mage
Bard
Thief



Ioun Stones
----------
Dusty Rose Ioun Stone
This Ioun stone glows with a dusty rose hue, hinting at calming images
and sensations. While pleasing, it does not appear to enhance the basic
protection enchantment upon it.
STATISTICS
Armor Class Bonus: +1
Weight: 2
Not Usable By:
Mage
Bard
Thief

Pale Green Ioun Stone
On his deathbed, aged hero Rigar TrueBlood begged one last request of
his mage companion Spectorial: that his skill and fortitude as a
warrior live on. The reluctant friend consented and transferred these
traits to an item, knowing the warrior's soul would then be lacking
them. This pale green Ioun stone now holds these essences, and grants
the owner TrueBlood's health and skill.
STATISTICS
Equipped Abilities:
+10% bonus to hit points
+1 bonus to THACO
Armor Class Bonus: None
Weight: 2
Not Usable By:
Mage
Bard
Thief


Katanas
----------
Celestial Fury
Katana +3
To enchant a katana is no simple process. Unlike conventional weapons,
the katana is already a near-perfect fighting sword. To improve it
usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen
to infuse his fighting spirit into the spirit of the katana. The
wielder of an enchanted katana, such as this one, must respect the
customs of Kara-Tur and of the samurai who once carried this blade into
battle. Not doing so could drastically change one's luck for the worse.
STATISTICS:
Equipped Abilities:
Lightning Strike: Once per day
Blindness: Once per day
Combat Abilities:
Booming Thunder whenever the sword strikes an opponent (Stun, Save vs.
Spell)
Shocking Blow chance when sword strikes an opponent (5% chance of 20
additional electrical damage)
THAC0: +3 bonus
Damage: 1D10 +3
Damage type: slashing
Weight: 3
Speed Factor: 1
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Dak'kon's Zerth Blade
Dak'kon's Zerth Blade +2
This sword was the weapon of choice of the famous githzerai Dak'kon.
Dak'kon was killed by a powerful entity while working for a creature
known as the 'Nameless One'.
STATISTICS:
Equipped Abilities:
+1 AC bonus
able to memorize one extra 1st, 2nd, 3rd, and 4th level mage spell
THAC0: +2 bonus
Damage: 1D10 +2
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Katana +1
Katana +1
To enchant a katana is no simple process. Unlike conventional weapons,
the katana is already a near-perfect fighting sword. To improve it
usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen
to infuse his fighting spirit into the spirit of the katana. The
wielder of an enchanted katana, such as this one, must respect the
customs of Kara-Tur and of the samurai who once carried this blade into
battle. Not doing so could drastically change one's luck for the worse.
STATISTICS:
THAC0: +1 bonus
Damage: 1D10 +1
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Katana +2
Katana +2
To enchant a katana is no simple process. Unlike conventional weapons,
the katana is already a near-perfect fighting sword. To improve it
usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen
to infuse his fighting spirit into the spirit of the katana. The
wielder of an enchanted katana, such as this one, must respect the
customs of Kara-tur and of the samurai who once carried this blade into
battle. Not doing so could drastically change one's luck for the worse.
STATISTICS:
THAC0: +2 bonus
Damage: 1D10 +2
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Malakar +2
Katana +2: Malakar
This sleek katana radiates magical energy when carried. The Malakar, or
'Dueling Steel', was used by a less-than-honorable samurai during duels
against other samurai. As if of its own volition it will swoop down and
deflect the slashing attacks of other weapons. It is perfect for the
warrior concerned about defense as well as offense.
STATISTICS
THAC0:: +2 bonus
AC: +2 bonus against slashing weapons
Damage: 1D10 +2
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage



Keys
----------
Beastmaster Key
The Beastmaster's key should open the cells of the gladiators.

Despana Treasury Key
This key, obtained from Phaere, will give you access to the Despana
Treasury room.

Firkraag Prison Key
This key will allow you to open the doors to the prison in which
Garren's child is held.

Gaal's Key
This is the key given to you by Gaal. It will open the door to the
lower levels of the dungeon where you can find one half of the rift
device.

Galvena's Key
This is the Lady Galvena's personal skeleton key to the festhall. It
will allow access to the prison area.

Guildhouse Key
This is the key to the lower levels of Lady Galvena's Festhall, the
Courtesan's Guild.

Haegan's Key
This is the key to the captive chambers in the Slaver Compound. It was
found on the body of Captain Haegan and should open all of the doors in
the building.

Jon's Key
Jon Irenicus' key. This will allow access to the escape route in the
basement of the Asylum.

Keep Key
This is the mast key to Nalia's keep. It should open most of the doors
in the fortress.

Mae'Var's Strongbox Key
This is a metal key of unique design. Judging from its shape, the lock
that it fits must be impossible to pick.

Planar Prison Cell Key
This rod is actually a key of strange design. This key was found on the
Warden's Body in the strange extra-planar prison the Raelis and
Haer'Dalis were taken to. It is most likely the key to the prisoners'
cell.

Portal Key
An intricate key, presumably once owned by the lover of your captor.

Rebel's Heart
This is the heart of the Sahuagin Prince Villynatny.

Sahuagin Scribe's Notes
This scroll seems to be a collection of stories about Great Wars of the
Sahuagin. They mention planned offensives against land dwellers all
along the Sword Coast as well as tales of past offensives. The Sahuagin
appear to be a particularly warlike race, constantly planning full-
fledged invasions of the shores but rarely following through due to
incessant infighting. The events that you have seen in this particular
settlement would seem to bear that out. An interesting insight into
Sahuagin culture.

Sahuagin Treasury Key
This ornate key will open the door to the Royal Treasury.

Samia's Key
This is the key to the tomb of King Strohm III.

Sewer Key
This key has a faint but foul odor clinging to it, like that of the
sewers. There are no sewers within the halls where you found the key.
The lock that this key opens will have to be found elsewhere.

Shadow Prison Key
This key was obtained from the Shadow Jailor. It can be used to open
the prison cells in the Shadow Dungeon.

Shadow Thief Cellar Key
This key will allow you to open a secret door that leads to the Shadow
Thief headquarters, which you will need to find. The secret door is
located on the ground floor of the Shadow thief guild, on the north east
wall.

Trademeet Tomb Key
This key will open the sealed tomb in the Trademeet Cemetary. The tomb
used to be the place of burial for Trademeet's elite, but has been
sealed off for many years because of 'trouble' from within.

Wand of Lightning Key
This key gives you a small shock when you touch it.

Wand of Missiles Key
This key resembles a tiny Wand of Magic Missles.

Wand of Summoning Key
This key seems to squirm in your hand as if it is alive.



Large Shields
----------
Large Shield
The body shield, also known as the kite or tower shield, is a massive
metal or wooden shield reaching nearly from the chin to the toe of the
user. It must be firmly fastened to the forearm and the shield hand
must firmly grip it at all times. Naturally, this precludes use of the
shield hand for anything but holding the body shield in place.
STATISTICS:
Armor Class Bonus: 1
Special: +1 vs. Missile Weapons
Weight: 15
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief



Leather Armor
----------
Karajah's Leather Armor
Leather Armor +3: Karajah's Life and Death
Karajah was Calimshan's champion of pit fighting for a full decade, and
seemingly unbeatable. His success, or so he claimed, was due to the
mobility that his light armor afforded him. He may well have been
unaware of the suit's other qualities, but his peers ignored his claims
of ignorance when enchantments were discovered. The armor survived the
subsequent beating, whereas Karajah did not.
STATISTICS:
Armor Class: 5
Weight: 4
Requires: 3 Strength
Not usable by:
Mage

Leather Armor +3
Basic armor made of thick, wax or water-hardened leather. It is sturdy
protection, not supple like boots or a cloak. Soft garment leathers
like that would offer no more protection than common clothing. Magical
enchantments have improved the protective abilities of this particular
suit.
STATISTICS:
Armor Class: 5
Weight: 4
Requires: 3 Strength
Not Usable By:
Mage

The Night's Gift +5
Originally blessed by Shar, this armor has a long and interesting
history. Only the greatest of thieves have ever owned this heavily
enchanted armor. The essence of night has been woven into the dark set
of armor so that it feels like normal armor but encloses the wearer in a
mass of twisting shadows.
STATISTICS:
Bonuses: +20% to hide in shadows
Armor Class: 3
Weight: 5
Requires: 3 Strength
Not Usable By:
Mage

Skin of the Ghoul +4
A clever thief, Damien Oneknife always tried to gain from the assets of
his enemies, no matter the cirumstances. After an intense battle with
several ghouls in which two of his companions perished, Damien decided
to even the odds in future encounters. He skinned one of the undead
creatures and brought the hide to a halfling armorer talented in
enchanting leather. When the suit was finished it was magically
protective against physical attacks and paralyzation. Not very epic
perhaps, but practical
STATISTICS:
Bonuses: +3 bonus to all saves vs. paralyzation/poison
Armor Class: 4
Weight: 4
Requires: 3 Strength
Not Usable By:
Mage



Light Crossbows
----------
Drow Crossbow of Speed
Drow Crossbow of Speed
A crossbow is a bow mounted crosswire on a wooden or metal shaft, the
latter called a tiller. The bow is usually made of ash or yew. The
crossbow fires a quarrel (also called a bolt).
This item, like most drow equipment, is created using Adamantine, an
alloy of adamantite that quickly turns to dust if removed from the
Underdark.
STATISTICS:
THACO: +3 bonus
Damage: +3 (missile)
Special: 1 extra attack per round
Weight: 5
Speed Factor: 1
Proficiency Type: Crossbow
Type: 2-handed
Not Usable By:
Druid
Cleric
Mage
Thief



Long Swords
----------
Adjatha The Drinker +2
Adjatha the Drinker, Long Sword +2
This blade belonged to Dabbar, a long dead servant to Bhaal that
exercised control over his minions in the most brutal of ways. In
addition to strengthening the mind against the guile of others, the
sword absorbs life energy from an opponent with each successful hit,
healing the user. Dabbar considered it a failure of his officers if he
returned from battle in less than perfect health, and as the rest of the
company watched, he would administer beatings until fully healed.
STATISTICS:
Equipped Abilities: Wielder immune to charm and domination spells
Special Abilities: Each hit heals the wielder of 1 hit-point damage
THACO: +2 bonus
Damage: 1d8 +2
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Blackrazor
Blackrazor, Long Sword +3
This sword radiates evil like a sour odor, and the owner never knows if
he wields the weapon, or if it wields him. In addition to its combat
abilities, Blackrazor slowly regenerates its owner with the drained
strength of opponents.
STATISTICS:
Equipped Ability:
Regeneration: 1 hp every 5 seconds
Immunity to Charm and Fear
With every hit it has a 15% chance of draining 4 levels, healing the
wielder by 20 hit points, and hasting him for 20 seconds as well as
increasing his strength by 3 points for 20 seconds.
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Blade of Roses +3
Blade of Roses, Long Sword +3
This blade possesses an unearthly splendor, and it is likely that Sune,
the goddess of beauty and passion, had a hand in its creation. The
effect it has on the wielder is immediate, and more than once in its
history has this sword has been the secret behind a lackluster soldier's
sudden elevation at court.
STATISTICS:
Equipped Abilities:
Charisma: +2 bonus
THACO: +3 bonus
Damage: 2D4 +3
Damage type: slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Daystar
Sunblade: Daystar
Whether created specifically for use in the service of Torm or
appropriated at some point in the long history of the church, Paladins
of the Loyal Fury have made good use of Daystar in their battles against
evil undead. Through magic or blessing it is empowered with the Sunray,
a force of pure life energy so potent that it slays both living and
unliving.
STATISTICS:
Special Abilities (once per day):
Sunray
Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
Undead: an additional 1d6 points of damage per level of caster (save
vs. spells or be destroyed)
Range: 20 ft
Area: 20 ft radius
THACO: +2 bonus, +4 vs. evil creatures
Damage: 1D8 +2, +4 vs. evil creatures, does double damage against
undead
Damage type: slashing
Weight: 2
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Dragonslayer
Long sword +2: Dragonslayer (Peridan)
Few dare to create such items as this, for who does not fear the wrath
of dragons, and what action would more tempt their reckoning? Yet, at a
time lost in Faerun's past, there was a need, and this sword was forged
in answer. Tempered by a wizard's skill, this blade protects the
wielder from the fear they should rightly feel while staring down a
dragon's maw. It also bolsters with regeneration, dispels the trickery
of illusions, and dares to do double damage against the greatest
creatures of the Realms.
STATISTICS:
Equipped Abilities:
Immunity to Fear
Regenerate 1 hit point every 10 rounds
Special Abilities (once per day):Invisible
THACO: +2 bonus
Damage: 1D8 +2, double damage against dragons
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Drow Longsword +3
Drow Longsword +3
These swords are usually referred to as double-edged swords, war swords,
or military swords. In many cases, the long sword has a single-edged
blade. Most long swords have a double-edged blade and a sharp point at
the tip. Despite the tip, the long sword is designed for slashing, not
thrusting.
This item, like most drow equiptment, is created using Adamantine, an
alloy of adamantite that quickly turns to dust if removed from the
Underdark.
STATISTICS:
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

The Equalizer
Long Sword: The Equalizer
Such is the age of this sword that its true origin has been lost to
time, but markings hint that it was possibly forged in the service of
Helm. Also called the "Sword of Neutrality", it seems designed to seek
and terminate extremes, to shift the universe closer to harmonious
equilibrium. The further the behavior of a target from true balance,
the more potent the damage they suffer.
STATISTICS:
Always considered +3 when determining what it can hit.
THACO & Damage:
vs True Neutral: +0 to hit, +0 damage
vs Chaotic Neutral, Lawful Neutral +1 to hit, +2 damage
vs Neutral Good, Neutral Evil: +2 to hit, +4 damage
vs other alignments: +3 to hit, +6 damage
Damage type: slashing
Equipped Abilities:
Immune to Charm and Confusion
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Long Sword
These swords are usually referred to as double-edged swords, war swords,
or military swords. In many cases, the long sword has a single-edged
blade. There is no single version of the long sword; the design and
length vary from culture to culture, and may vary within the same
culture depending on the era. Among the most common characteristics of
all long swords is their length, which ranges from 35 inches to 47
inches. In the latter case, the blade is known to take up 40 inches of
the total length. Most long swords have a double-edged blade and a
sharp point at the tip. Despite the tip, the long sword is designed for
slashing, not thrusting.
STATISTICS:
Damage: 1D8
Damage type: slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

Namarra +2
Namarra, Long Sword +2
Also known as the Neversleep, this ancient blade is thought to have been
present at some of the most influential conflicts in Faerun's history.
Sightings have been noted as far north as Thay and as south as the
jungles of Chult, though documentation is oddly lacking regarding
details. It is perhaps a result of the sword's ability to silence all
sound within a large radius, removing the effectiveness of attacking
mages but also preventing any discussion that might have followed.
STATISTICS:
Special Abilities: Casts Silence 15' Radius three times a day
THACO: +2 bonus
Damage: 1D8 +4type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage

The Ogre's Sword
An ogre with a woman's voice has asked for this sword, claiming that it
will break the illusion cast over her.



Maces
----------
Ardulia's Fall +1
Mace +1: Ardulia's Fall
Ardulia the Agile was a man whose speed and skill at knife play made him
exceptionally lethal in battle, and he repeatedly proved it by leading
raids on settlements along the Sword Coast. He would often challenge
the village leader for possession of the town, and with his speed, the
duels were always quickly decided in his favor. Ardulia met his match
one spring morn however, when he battled the priest Itgan, who wielded
this mace. Ardulia seemed to stagger under each blow, slowing his pace
to recoup and regain his breath. Without his speed, Ardulia was lost,
and fell to the measured attacks of Itgan.
STATISTICS:
Combat Ability: A creature hit by this mace must make a saving throw
vs. spells at +3 or be slowed for 12 seconds
THAC0: +1 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief

Jerrod's Mace
Jerrod's Mace
This was the favored weapon of the priest of Tempus named Jerrod.
Jerrod sacrificed his life to save the town of Easthaven from the
powerful demon known as Balhifet.
STATISTICS:
THACO: +2 bonus, +5 vs. demons
Damage: 1D6 +3, +5 vs. demons
Damage type: crushing
Weight: 7
Speed Factor: 5
Proficiency Type: Mace
Type: 1-handed
Not Usable By:
Druid
Mage
Thief

Mace
The mace is a direct descendant of the basic club, being nothing more
than a wooden shaft with a stone or iron head mounted on the end. The
head design varies; some being spiked, others flanged, and still others
have pyramidal knobs.
STATISTICS:
Damage: 1D6 +1
Damage type: crushing
Weight: 8
Speed Factor: 7
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief

Mace of Disruption +1
Mace of Disruption +1
This heavy mace was created for a very specific purpose: to slay
undead. Any such creatures hit by it not only feels the sting of the
weapon, but also has a chance of being simply blasted from existence.
There are legends that speak of a priest so holy a single glancing touch
could send a vampire to oblivion, but whether the weapon empowered her
or she empowered it is a topic of theologians.
STATISTICS:
Combat Abilities: 2-12 +4 damage to Undead, plus they must make a
saving throw vs. death (-4 penalty) or be utterly destroyed
THACO: +1
Damage: 1D6 +2
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief

Skullcrusher +3
Mace +3: Skullcrusher
This mace is permanently bloodstained; a telltale trace of its many
years spent bashing heads. The weapon would have been the bane of
humanoids throughout history, but those that wielded it seem to have
been purposely left out of historic record.
STATISTICS:
THAC0: +3 bonus
Damage: 1D6 +4, +2 extra damage to humanoid creatures
Damage type: crushing
Weight: 6
Speed Factor: 4
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief



Medium Shields
----------
Dragon Scale Shield +2
Another powerful item created by the warlock Wormsor, this shield
consists of red dragon skin stretched over a steel frame. Green and
white dragon scales adorn the red background in a pattern that, when
looked in the right way, reveals the face of an ancient dragon.
STATISTICS:
Abilities: Sets fire, cold and electrical resistance to 25%
Armor Class Bonus: 3
Weight: 5
Requires: 12 Strength
Not Usable By:
Bard
Druid
Mage
Thief

Drow Shield +3
Drow Shield +3
A medi


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