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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 Other Baldur's Gate 2: Shadows Of Amn cheats hints faqs solutions: 1. Baldur's Gate 2: Shadows Of Amn cheat codes 2. Baldur's Gate 2: Shadows Of Amn cheat codes 3. Baldur's Gate 2: Shadows Of Amn cheat codes 4. Baldur's Gate 2: Shadows Of Amn cheat codes 5. Baldur's Gate 2: Shadows Of Amn cheat codes 6. Baldur's Gate 2: Shadows Of Amn cheat codes 7. Baldur's Gate 2: Shadows Of Amn cheat codes 8. Baldur's Gate 2: Shadows Of Amn cheat codes 9. Baldur's Gate 2: Shadows Of Amn cheat codes 10. Baldur's Gate 2: Shadows Of Amn cheat codes 11. Baldur's Gate 2: Shadows Of Amn cheat codes 12. Baldur's Gate 2: Shadows Of Amn cheat codes 1. 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