http://www.gamefaqs.com/pc/552350-icewind-dale-ii/faqs/19294 ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Icewind Dale II (PC) Items Listing ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ January 17, 2005 Version 2.01 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com If emailing me, use this subject: Icewind Dale II Items v 2.01 (Emails that don't use this subject will be deleted, avoid using all CAPS) Email Policy: (read before emailing me!) ŻŻŻŻŻŻŻŻŻŻŻŻŻ If you see any mistakes, or have anything that you want to add, please email me. I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the guide, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ Although I left most of the item descriptions in, I removed redundancies where I could. For instance, I list the description for the FIRST "Long Sword", but never again. Also, many items in IWD2 have "better" versions, these also have identical descriptions, which aren't listed. These "better" versions are generally acquired by playing the game in Heart of Fury mode, NOT by finding someone to upgrade your sword. Plot-related items are generally found in "Misc" rather than the category that they might normally belong to. (Say, an important BOOK was a plot item, it would most likely be found in Misc) This FAQ looks best in a fixed-width font, such as Courier New. This Document is Copyright 2002-2005 by Dan Simpson Icewind Dale II is Copyright 2002 by Black Isle/Interplay I am not affiliated with Bioware, Black Isle, Interplay or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ. ------------------------------------------------------------------------------- =============================================================================== Table of Contents =============================================================================== Cheating in IWD2 Items Amulets Arrows Axes Bags Belts Blunt Weapons (Maces, Morningstars, Hammers) Bolts Books Boots Bows Bracers Bullets Chain Armor Cloaks Clubs Crossbows Daggers Darts Flails Gems Halberds Helmets Instruments Leather Armor Misc Plate Armor Potions Quarterstaffs Rings Robes Scrolls (non-spell) Shields Slings Spears Swords Wands Spell Scrolls Final Words... =============================================================================== Cheating in IWD2 =============================================================================== To get Cheating enabled, simply check the "Cheats" box in the Config program that first ran when you originally played the game. You can also find the Config program in Start Menu > Black Isle > IWD2. Once cheats are active, in game press Ctrl + Tab to display the console window and then you can enter the following codes: ctrlaltdelete:explorearea() Show full map. ctrlaltdelete:Hans() Teleport party to pointer. ctrlaltdelete:SetCurrentXP([number]) Give selected characters indicated EXP. ctrlaltdelete:AddGold([number]) Add indicated gold to party total. ctrlaltdelete:Midas() Add 500 gold to party total. ctrlaltdelete:FirstAid() 5 healing potions, 5 antidotes, and 1 Scroll Of Stone To Flesh. ctrlaltdelete:CreateItem("xxxxxx") Creates an item ctrlaltdelete:enablecheatkeys() Activates the Hot Key cheats Note: It doesn't matter if you capitalize the cheats or not. Note: If you are creating an item that can have multiples in one stack, use the CreateItem("xxxxxx", num) form. So to create 300 Summon Cow scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300) To get the MAXIMUM number of something, use -1 as your quantity. This causes an integer overflow, and sends it back to the highest number possible (65,535). Doesn't work with addgold(). Example: To create a Boots of Speed ("00boot01"), I would enter in the command line: ctrlaltdelete:createitem("00boot01") To create near-unlimited arrows: ctrlaltdelete:createitem("00arow01",-1) Hot Keys: (for use with the enablecheatkeys() cheat) CTRL+1 -- change the armor of the paper doll (the armor class doesn't change) CTRL+2 -- fades screen to black CTRL+3 -- fades screen to normal CTRL+4 -- highlight the background-interactive objects (such as script triggers, or anything you can click on for information) CTRL+6 -- shapeshift your character into the previous paper doll in list CTRL+7 -- shapeshift your character into the next paper doll in list CTRL+8 -- highlights the text boxes CTRL+9 -- highlight the sprites CTRL+A -- do a sprite animation (see CTRL+S) CTRL+B -- sets "speed" (speed of WHAT?) CTRL+C -- view Chapter Text CTRL+D -- display some strange numbers CTRL+F -- turn the character CTRL+J -- transport onto the position pointed by the cursor CTRL+M -- (Then press ENTER) DEBUG DUMP CTRL+Q -- Makes the creature at the mouse cursor join the party CTRL+R -- heals the party member whose portrait your mouse is currently over (doesn't have to be selected) CTRL+S -- select a sprite animation CTRL+X -- information on position (more) CTRL+Y -- hurts/kills person mouse cursor is over Caution: Use Hot Keys at your own risk. While CTRL-R and CTRL-Y are completely safe to use, CTRL-Q is not and might crash your game. =============================================================================== Items Listing =============================================================================== Note: If you're having trouble telling the difference between the LETTER O and the number 0 (zero), try changing the font to one where there is a / (slash) through the 0 (zero). For example, FIXEDSYS will display the slash. =============================================================================== Arrows =============================================================================== 00AROW01 Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of the arrow and a pointed tip at the front. Normally, arrows are launched from a bow of some sort. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW02 Masterwork Arrows STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW03 Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW04 Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW05 Corrosive Arrows +1 This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 acid damage Weight: 0 lb. Launcher: Bow 00AROW06 Arrow of Biting The arrow of biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and often times, death. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 24 seconds, Fortitude save for none Weight: 0 lb. Launcher: Bow 00AROW07 Arrows of Dispelling The arrow of dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispel Magic effecting target Weight: 0 lb. Launcher: Bow 00AROW08 Arrow of Flame +1 The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00AROW09 Frost Arrows +1 The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Bow 00AROW10 Arrows of Piercing The arrow of piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1d6 Attack Bonus: +4 Enchantment: +3 Damage Type: Missile (piercing) Special: +6 physical (piercing) damage (Fortitude save for none) Weight: 0 lb. Launcher: Bow 00AROW14 Holdfast Arrows Employed almost exclusively by Eldathyn rangers in the western heartlands of Faerun, Holdfast Arrows are prized for their ability to subdue a target with little harm. The arrows are commonly used on rampaging animals but are quite effective against malicious humanoids. They are typically adorned with blue and green ribbons and flowers to show that they were created by the peacekeepers of Eldath. This makes them somewhat less effective in combat. STATISTICS: Damage: 1d6 - 1 Attack Bonus: -1 penalty Damage Type: Missile (piercing) Special: Entangle effect on the target for four rounds Weight: 0 lb. Launcher: Bow 00AROW85 Arrows of Disruption +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +1 Damage Type: Missile (piercing) Special: Disruption: 50% chance all undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Bow 00AROW86 Returning Poison Tipped Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Launcher: Bow 00AROW87 Keen Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Launcher: Bow 00AROW88 Stunning Arrows +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW89 Sure Strike Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Bow 00AROW90 Arrows of Lesser Dispelling STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 0 lb. Launcher: Bow 00AROW91 Everlast Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Returning: Arrow returns to user Note: Other than the ability to return to its user the arrow has no other magical properties. Weight: 0 lb. Launcher: Bow 00AROW92 Arrows +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW93 Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW94 Arrows +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW95 Impact Arrows +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Crushing: +1d6 bludgeoning damage Weight: 0 lb. Launcher: Bow 00AROW96 Hunting Arrows These arrows have been fitted with a specially designed arrowhead. This type of arrow is made in such a way that when an animal is struck, the arrow will slice and widen the wound with each additional movement. This usually causes massive bleeding making it easier for the hunter to track the wounded animal. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Bow 00AROW97 Target Arrows These are extremely well-made arrows. Crafted by the finest fletchers for the purpose of competing in tournaments. Arrows of this type are designed for longer flight and increased accuracy. Unfortunately, they lack any kind of ability to pentrate armor or thick hides. STATISTICS: Damage: 1d4 Attack Bonus: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW98 Stunning Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: target is Stunned for 2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW99 Sparking Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Bow 00CWARWB Arrow of Flame +1 The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00CWARWE Arrows +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWF Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWG Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow =============================================================================== Axes =============================================================================== 00AX1H01 Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H02 Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H03 Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H04 Battleaxe +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H05 Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H06 Returning Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Returning: Returns to user's hand once thrown Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H11 Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H12 Masterwork Handaxe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H72 Returning Acid Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user Corrosion: 50% chance +1d6 acid damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H73 Throwing Axe of Disruption +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to owner Disruption: 50% chance of disruption. All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H74 Keen Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increases chance of scoring a critical hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H75 Mage Killer Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H76 Returning Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H77 Throwing Axe +1 STATISTICS: Damage: 1d6 +1 Attack bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H78 Keen Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Keen: Increases chance of scoring a critical hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H79 Ice Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: 50% chance +1d6 cold damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H80 Corrosive Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H81 Axe of Displacement STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spell Power: Can cast the spell Blur 1/day Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H82 Axe of Wounding STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H83 Battleaxe of Decay +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage type: Slashing Special: Venom: +8 points of poison damage per second for 6 seconds (Fortitude save for none) Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H84 Battleaxe of Celerity STATISTICS: Damage: 1d8 Damage Type: Slashing Enchantment: +5 Special: Speed: +3 attacks per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H85 Winter Axe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage Charisma: +1 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H86 Battleaxe of Disruption +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H87 Battleaxe of Fiery Defense +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage Deflection Bonus: +3 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H88 Battleaxe of Precision +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 slashing damage Keen: Increases chance of scoring a critical hit Strength: +2 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H89 Throwing Axe of Shocking Burst STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H90 Handaxe of Expertise +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H91 Battleaxe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H92 Battleaxe +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 DamageType: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H93 Battleaxe +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H94 Battleaxe of Focus STATISTICS: - Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H95 Battleaxe of Burning STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: 50% chance +1d6 fire damage 30% chance +2d6 fire damage 15% chance +3d6 fire damage 5% chance +5d6 fire damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H96 Masterwork Throwing Axe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H97 Battleaxe of the Defender +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Armor Bonus: +3 (Deflection) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H98 Mystical Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H99 Battleaxe of Speed STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Speed: 1 extra attack per combat round Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HAS Axe of the Souls The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +1 bonus Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HBA Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +3 Special: Balance Damage: 1d8 +3 Attack Bonus: +3 Special: Power Damage: 1d8 + 6 Special: Accuracy Damage: 1d8 Attack Bonus: +6 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HCK Cloudkiss The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that he spent his entire life studying various blacksmithing techniques in preparation for creating this axe. Thirty days and thirty nights, Magmar secluded himself in his shop with only the steady ringing of his hammer and the deafening roar of the furnace as company. On the thirtieth night Magmar completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored that although the utmost respect was offered by his fellow smiths during his funeral, titters of laughter could be heard behind muffled, closely held conversations. It seems that Magmar's final work was not the great work everyone was expecting, in fact it was rather plain and hardly worthy of a Dwarven forged weapon let alone one forged by a master smith. For many years this long forgotten weapon hung upon the walls of Clan Ironsmelt, until one fateful day a horde of goblins invaded. In the final moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation from its purchase and flung it at the approaching horde. To his surprise, Cloudkiss transformed into a lightning bolt and surged thru the throngs of goblins with deadly accuracy. As fast as he could throw the axe it would return, leaving smoldering corpses wherever it traveled. By any rights this should have been a tale of legend, but with any legend there has to be survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along with that unnamed dwarf. STATISTICS: Thrown: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Electrical Special: Returning: Returns to user Lightning: Inflicts electrical damage to all objects in path of electrical bolt Melee: Damage: 1d6 +3 Attack Bonus: +3 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXCK Stormshifter STATISTICS: Thrown: Damage: 2d6 Damage Type: Electrical Enchantment: +5 Special: Returning: Returns to user Ball Lightning: Inflicts electrical damage to all objects within a 5' radius Melee: Damage: 1d6 +5 Attack Bonus: +5 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSC Screamer The origin of this weapon is unknown, but it is believed to be the result of some sort of joke. Screamer appears to be a normal throwing axe. However, once it is released from the hand it actually emits a high piercing "scream" as it travels towards its target. Upon a successful hit, the target will take additional sonic damage. Screamer is not a subtle weapon and should never be considered for any kind of stealthy endeavors. The one benefit of Screamer is that it confers immunity to silence spells upon its wielder. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: 50% chance of +1d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to wielder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXSC Screaming Axe STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: +3d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to weilder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSP 00HFAXSP Spiritcaller Death's Ally was originally crafted as a gift for a dwarven general. The weapon was given the ability to heal wounds and raise fallen soldiers on the field of battle. Unfortunately the axe fell into the hands of the drow after an unsuccessful skirmish near the underdark. It is unknown what was done to warp the magic of the axe, but it is not the weapon it once was. The axe can now be used to cause wounds three times per day, and summon spirits of the dead once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 DamageType: Slashing Special: Spell Power: Can cast the spell Inflict Critical Wounds 3/day Spell Power: Can cast the spell Shadow Conjuration 1/day. Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HTA Training Axe Axes of this kind were often mass-produced for the sole purpose of training soldiers. They were often times so shoddily made that after a year of use they would have to be melted down and reforged. Tired of paying exorbitant prices to reforge these weapons every year, Count Va' Suyen decided to hire a wizard to cast minor enchantments on all his training weapons to make them more durable and suitable for training. This particular axe carries two such enchantments. The first hardens the axe so that any normal combat would not damage it. The second enchantment dulls the edge of the axe so that his men would not be hurt while training. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX2H01 Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H85 Holy Greataxe of Justice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: Target is under the effects of the spell Blindness (Fortitude save negates) Holy: +2d6 damage against evil creatures Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H86 Greataxe of Ice +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 extra cold damage Resistance: 5/- Cold Resistance Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H87 Greataxe of Blurred Visions +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: While equipped, user is under the effects of the spell Blur Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H88 Greataxe +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H89 Greataxe +4 STATISTICS: Damage: 1d12 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H90 Greataxe +3 STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H91 Greataxe +2 STATISTICS: Damage: 1d12 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H92 Greataxe +1 STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H93 Greataxe of Digestion +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H94 Massive Greataxe of Flame +5 STATISTICS: Damage: 2d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 30 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2H95 Greataxe of Might +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Strength: +1 Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H96 Greataxe of Cleaving +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +2d6 slashing damage Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H97 Masterwork Greataxe STATISTICS: Damage: 1d12 Attack Bonus: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H98 Greataxe of Elemental Bursts STATISTICS: Damage: 1d12 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 required 00AX2H99 Greataxe of Vampiric Flame STATISTICS: Damage: 1d12 Damage Type: Slashing Enchantment: +5 Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2HBB Backblighter Backblighter is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Backblighter will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear (Will save) Spell Process: 50% chance target is Slowed (Will save) Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HBD Big Death The gargantuan throwing axe known as Big Death is an orcish weapon through and through. Carried to the final battle of the Hand of Seldarine by the hulking orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an ogre mercenary's two-handed battle-axe. After a particular vicious raid on a dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead dwarven marshal. It seems that an ogre mercenary had impaled himself upon the marshal's spear in a careless charge, but his last act had been to nearly cleave his killer's head in twain and, in trying to wrench the axe free for a second blow, shattering the haft before expiring in a bloody heap. Prying the huge, black cold-iron blade from the base of the dwarf's skull, Grubrun returned to his fortress at Nab-Nurog and had his shaman set to enchanting it. Not having considered fixing the shaft and finding it too heavy and awkward to use in melee, Grubrun deigned to use the weapon as a throwing axe and demanded that it be ensorcelled to return to his hands after being hurled. The warlord found great delight in heaving the enormous weapon about, roaring with glee as Big Death came careening back to him, gleaming and gore-spattered, after lopping some poor enemy in two at the waist. Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the flying weapon, darted forward, and ran her own blade through the empty-handed orc's belly. Kaylessa was said to have then coolly ducked as Grubrun's own axe came whirling back at him and cleanly severed his head, rotten yellow tusks and all. Big Death is an especially large axe - almost ridiculously so - and is only identifiable as a throwing weapon because its short haft and the manner in which it's weighted. In fact, the axe is so massive that it cannot be thrown with a single hand, requiring the wielder to grip it with both hands and hurl it sidelong with the strength of their entire body. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d6 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXBD Big Black Flying-Death STATISTICS: Damage: 1d10 + 3 Attack Bonus : +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d10 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HWT Widow-Through Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXWT Grim Widow-Through STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00CWAXEB Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00CWAXEC Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXAS Soul Stealer The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +3 bonus Speed: +1 additional attack per combat round Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBA Scales of Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +5 Special: Balance Damage: 1d8 + 5 Attack Bonus: +5 Dispelling: 25% chance Dispel Magic on target (Will save) Special: Power Damage: 1d8 + 10 Wounding: Inflicts 2 additional points of damage per round for 10 rounds (Fortitude negates) Special: Accuracy Damage: 1d8 Attack Bonus: +10 Keen: Increases chance of a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBB Cowards Flight Cowards Flight is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Cowards Flight will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear Spell Process: 50% chance target is Slowed Keen: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11AX1HHO Haft Over Head There is little doubt that Dullcobble Tweed was the worst carpenter in the history of the profession, and an even worse weaponsmith, but his continual boasts of his great skill and insight eventually caused his fellows to challenge him to make a throwing axe worthy of his boastful claims. Dullcobble, realizing he had to back his proud words, agreed heartily... but inside, he was struck with fear that he would fail the test. Dullcobble made several attempts to fashion a chopping axe, most of them ending up as cordwood next to his fireplace. In the day before his challenge was to be called due, his only surviving weapon was a lop-sided axe whose haft was widely overbalanced. Realizing that displaying such a weapon would make him the laughing stock of the community, Dullcobble hired a wild mage to take his misshapen axe and turn it into a serviceable weapon. The mage shrugged, took his payment, and promised the axe to Dullcobble on the dawn of the next day. When Dullcobble woke up in the morning, the misshapen axe lay on his doorstep, unchanged, and he had no choice but to take the axe to his challengers... and take his chances. When Dullcobble brought it into the town's meeting hall, the axe's appearance was greeted with derision and laughter. Dullcobble, his face burning, became so angry he threw it at his tormenters - and watched as the haft traveled over the blade's head to smash into a pillar and shatter it, causing the roof to collapse. Dullcobble, slack-jawed with surprise, was knocked unconscious by a falling timber, but the other challengers made it outside without injury. Dullcobble's blow to the head was a serious one, and it turned him into the village idiot - not much of a change from his previous lifestyle. The axe itself was tossed upon a merchant cart headed north, and it was never seen again. Whatever the enchantments the wild mage scrawled on the axe did, it causes the haft to be the first to strike an opponent, doing crushing damage instead of slashing damage. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXHO Dullcobble's Axe STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX1HKS Kegsplitter This worn-looking axe heralds from Shaengarne Ford, a small logging village to the southwest of Targos that borders the Shaengarne River. Although a fearsome-looking weapon, the axe looks like it was intended more for splitting kegs and chopping wood than for use in actual combat, and it looks like it has seen a healthy amount of use felling trees. Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for foodstuffs and supplies to last Shaengarne Ford through the season. While the axe's great size and weight make it slower than a conventional hand-axe, minor wounding and ever-sharp enchantments have been carved into the haft of the axe, allowing it to split kegs and goblins with ease. STATISTICS: Damage: 1d8 + 1 Damage Type: Slashing Special: +2 Damage vs. Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXKS Kegsplitter of Shaengarne Ford STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Strength: +1 Slays Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX2HEW The Executioner's Wife In the filthy port town of Luskan, executions are a daily occurrence and a welcome relief from the monotony of town life. This greataxe was the only possession of the town executioner, who was reported to never let the blade leave his side, giving it the name of the "Executioner's Wife." As the years passed, however, the town executioner eventually found a willing mistress in one of the town's brothels who seemed untroubled by his profession, and he paid her numerous visits over the following months. When the town authorities came to arrest the harlot (who was actually an accomplished thief) for thefts within the city walls, they found the city executioner in her bed and the woman nowhere to be found. The executioner was implicated in her escape, and his own axe was used to behead him in the town square. The execution had a record turnout, and many agreed that the "executioner's wife" had had her final say on his adultery. Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11HFAXEW Tale of the Executioner's Wife Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 41AX1HAI Aurilian Ice Axe This appears to be a normal handaxe but is made completely from ice. It bears the snowflake-in-lozenge symbol of Auril. STATISTICS: Damage: 1d8 Damage Type: cold Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51AX1HDF Duergar-Forged Axe Duergar master artisans forged this axe of dull gray steel. Its balance is so perfect and its exceptionally sharp blade so well-wrought that magic was surely used in its making. STATISTICS: Damage: 1d8 Attack Bonus: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51HFAXDF Duergar-Forged Doom Axe STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZH6AX The Giant Cleaver STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Sure Striking: Weapon is treated as +5 for the purposes of hitting creatures that require magical weapons to hit Bane: +2 Attack Bonus vs Giants and +2d6+2 damage vs Giants Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6HFSC Mighty Scalecleaver This thin-bladed battleaxe holds a notched but wicked edge. Thousands of years old, the weapon was crafted for use in battles against the throngs of yuan-ti that sought to dominate the world. The styling of the blade is quite different from the axes found in dwarven halls and barbarian hands throughout the north. Throughout its long history, the weapon has killed hundreds of yuan-ti while in the possession of many brave warriors. When the yuan-ti finally had a chance to take the blade from their human adversaries, they seized the opportunity. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6SC Scalecleaver STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed =============================================================================== Blunt Weapons (Maces, Morningstars, Hammers) =============================================================================== 00CWBLUC Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00CWBLUE Masterwork Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUF Mace +1 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUG Morningstar The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morningstar heads, regardless of design, is a long point for thrusting. 00CWBLUH Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUI Morningstar +1 The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWDRI3 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWHAMB Masterwork Warhammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the warhammer is another. The horseman's warhammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAMC Warhammer +1 Like others of its type, this warhammer is made entirely of steel, with a bone- crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAME Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM01 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM02 Masterwork Warhammer STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM03 Warhammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM04 Warhammer +2 This hammer is a by product of a gnomish inventors practical joke. Apparently, an industrious little gnome was able to create a special alloy that was capable of retaining a sizeable electric charge. He cleverly wove metal strands of this alloy into his leather work gloves and greeted guests with hilariously shocking results. That is until he shook the hands of a passing dwarven weaponsmith. Rumors say, the shock was so intense that the poor fellows beard caught fire. In exchange for his life, the gnomish inventor relinquished the secret to his special alloy to the dwarven weaponsmith, who now makes a comfortable living fashioning various weapons using the alloy. STATISTICS: Damage: 1d8 + 2 (+1d4 electrical) Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM05 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM85 Warhammer +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM86 Warhammer +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM87 Warhammer +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM88 Hammer of Bludgeoning +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM89 Stunning Frost Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Crushing Special: Frost: 50% chance +1d6 cold damage Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM90 Hammer of Dispelling +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM91 Corrosive Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM92 Biting Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Piercing: 50% chance +1d6 piercing damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM93 Lawful Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Lawful: 33% chance of +2d6 damage against chaotic creatures Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM94 Holy Hammer of Corrosive Burst +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Holy: +2d6 damage against evil creatures Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM95 Hammer of Dispelling +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Dispelling: Target must make a Will save or come under the effects of Dispel Magic Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM96 Warhammer of Might +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast spell Draw Upon Holy Might 2/day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM97 Resistant Hammer of Liquidity STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Resistance: 2/- Magic Resistance Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM98 Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM99 Warhammer of Sparks STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Shock: 50% chance of +1d6 electrical damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMPH Protean Hammer This hammer was created by an ingenious gnomish inventor and wizard named Airon Broune. Actually no one really knows if Airon is a gnome or not because no one has actually seen him. Apparently overnight he had taken over an abandoned shop at the edge of small town. One day the shop was vacant and then the next it was boarded up tight with signs in every language telling passersby to go away. Infuriated, the previous owner demanded he leave, but quickly relinquished his claim to the shop when a large sack of gold appeared at his feet. The very next day, mysterious notes began to appear all over town. They all contained the same message and read as follows: ************************************** Bring potatoes. Will pay in gold. -Airon Broun ************************************** Intrigued, a few townspeople decided to take him up on his offer and delivered sacks of potatoes to the shop. They would shove the potatoes into a delivery chute located in the back of the shop and then soon after a small sack of gold would appear, usually five times the going rate of the potatoes. The better the quality of the potatoes the more gold would appear. News soon spread of this wonderful offer and it was not long until every potato in town was sold to the curious gnome. No matter how many potatoes one delivered, there always appeared a sack of gold for payment. Needless to say, every farm for miles around started growing potatoes. Each farmer would try to outdo the other by producing the biggest and tastiest potatoes. This continued on for years until finally, the quality of potatoes was so good that instead of gold appearing, magic items of all sorts would appear. Not realizing the magical nature of the items given, the farmers sold them to passing merchants in disgust and stopped farming potatoes altogether. This hammer is one such item. By inserting special enchanted plates into the head of the hammer, the user is able to modify the abilities of the hammer. This particular hammer comes with plates that will do extra acid, cold, or fire damage. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special 1: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Special 2: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Special 3: Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHMPH Masher STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special 1: Impact: Critical hit on rolls two lower than normal Corrosive Burst: +1d6 acid damage and 10% chance of +2d10 extra acid damage Special 2: Impact: Increases chance of scoring a critical hit Flaming Burst: +1d6 fire damage and 10% chance of +2d10 extra fire damage Special 3: Impact: Critical hit on rolls two lower than normal Frost Burst: +1d6 cold damage and 10% chance of +2d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMSC Stormcaller This head of this heavy hammer is made from adamantine steel. The haft is carved from solid oak and wrapped in thick cured leather. A mithril spike is attached to the haft where it protrudes from the head. When drawn, the weapon glows with a soft blue luminance. Stormcaller can call upon the elemental power of lightning. Two times per day the user can cast a shocking grasp spell, and once per day call lightning down from the sky. Stormcaller is another weapon crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Shocking grasp twice per day Spell Power: Can cast the spell Lightning Bolt once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHRSC Hammer of Lightning STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Gedlee's Electric Loop twice per day Spell Power: Can cast the spell Chain Lightning once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT01 Throwing Hammer Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT02 Masterwork Throwing Hammer STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT03 Throwing Hammer +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT04 Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT05 Throwing Hammer +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT06 Throwing Hammer +4 STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT07 Throwing Hammer +5 STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT08 Returning Throwing Hammer STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT09 Returning Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT10 Throwing Hammer of Thunder +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Shock: +1d6 electric damage Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00MACEAR Azure Rod An azure rod is not a unique item, but certainly a rare one. Each is fashioned from a durable silvery-white alloy and capped with a large, softly glowing sphere of lapis lazuli. Intricate designs wind their way around the azure rod's shaft and head, but none serve to indicate who or what might have had a hand in their creation. An azure rod slowly draws in and collects the power of Goodness itself, using the energy to both harm evil creatures and invigorate the rod's bearer. Oddly enough, though, the rod functions perfectly well in any hand, whether that of the holiest of priests or darkest of scoundrels. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Sacred: +1d6 damage to evil creatures Invigoration: +5 Max Hit Points when equipped Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMEAR Glowing Azure Rod STATISTICS: Damage: 1d4 +4 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Sacred: +2d6 damage to evil creatures Healing: 33% chance to cast Cure Light Wounds on bearer whenever he or she is struck Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACECF Clenched Fist This rusty iron scepter has been shaped to resemble a hand curled into a fist, and it has a slight miserly look about it. It looks to be some ancient symbol of office, but from what court or temple, you cannot tell - it may have been hundreds of years ago in some forgotten province. The scepter can easily be wielded as a mace, and an effective one as well. For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gold piece into the owner's open palm. This "gold blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Create one gold piece 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMECF Iron Hand of Ohanion ... For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gem into the owner's open palm. This "blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +3 Damage Type: Bludgeoning Special: Creates a gem 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMG Morning Glory Morning Glory is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure light wounds thrice per day or cure critical wounds once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Light Wounds thrice per day Spell Power: Can cast Cure Critical Wounds once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMG Lathander's Gift Lathander's Gift is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure moderate wounds thrice per day or heal once per day. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Moderate Wounds thrice per day Spell Power: Can cast Heal once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMS Mountains of Selune The head of this morningstar is made of some curious metal that seems to bend and drink the light around it. At night, it gives off a soft glow like the moon Selune, and it seems to guide the wielder's hand in combat, like a lodestone draws iron. Its origins are a mystery, but its effectiveness in combat has been proven on countless fields of battle. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMS Mountains of Selune STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE01 Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE02 Masterwork Mace STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE03 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE89 Mace of Bludgeoning +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE90 Mace of Opposing Elements STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Flame: 50% chance +1d6 fire damage Frost: 50% chance of +1d6 cold damage Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE91 Sure Strike Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE92 Mace of Stunning Frost Burst STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE93 Mace of Evil Protection STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Spell Power: Casts Magic Circle Against Evil 2/day Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE94 Mace of Holy Smite STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Infrequent Spell: 33% chance target is affected by spell Holy Smite Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Holy: +2d6 damage to evil creatures Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE95 Flaming Burst Mace of Disruption STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE96 Mace +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE97 Mace +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE98 Mace +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE99 Mace +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR01 Morningstar STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR02 Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR03 Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR84 Lightning Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR85 Morningstar of Poisoned Thorns STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR86 Morningstar of Glory STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Impact: Increases chance of scoring a critical hit Crushing: +3d6 Bludgeoning damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR87 Morningstar +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR88 Morningstar +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR89 Morningstar +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR90 Morningstar +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR91 Stunning Star of Speed STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Speed: 2 additonal attack per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Stunning: 50% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR92 Star of Quills +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Causes 5 hit points of damage per round for 10 rounds. Multiple wounds are cumulative. (Fortitude negates) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR93 Morningstar of the Eternal +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Vampiric: 25% chance of 2d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR94 Corrosive Star +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosive: +1d6 acid damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR95 Morningstar of Thorns +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Piercing: +1d6 piercing damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR96 Flaming Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR97 Morningstar of Warding +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR98 Static Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: +1d6 Electrical damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR99 Holy Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Holy: +2d6 damage to evil creatures Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11CLUBMK Memories of Kuldahar This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, a mighty oak far to the southeast of Targos. The great oak is believed to be a gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering hundreds of feet into the sky and providing a great circle of warmth to all who live beneath its sheltering limbs. For many, the tree represents a peaceful symbiosis between town and nature, and the tree is revered as a holy site by druids throughout Faerun. When the town of Kuldahar was laid siege by the great evil from the Spine of the World Mountains in the Year of the Cold Soul, 1281 DR, the great tree of Kuldahar was buffeted by the great winds and howling storms blasting the region, causing its circle of warmth to recede and snapping off several limbs from the top of the tree. These limbs were gathered up by the town's residents after the town of Kuldahar was saved, and they were kept in many houses as a symbol of the town's persistence in the face of adversity. Some of these pieces of the great tree have found their way throughout the Ten-Towns, and the limbs still carry some of the warmth and enchantment of the great tree within them, making them powerful weapons. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Resistance: 2/- Cold Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HFCBMK Branching Paths of Kuldahar STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Resistance: 5/- Cold Resistance Resistance: 1/- Piercing Resistance Resistance: 2/- Bludgeoning Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HAMMCR Craftsman's Hammer This heavy-headed hammer looks like it was used for construction on the Palisade, and it's possible that none of the workers were aware of its enchanted nature. While this weapon is a little slower and heavier than a warhammer, its swing is true and does more damage when it hits. A single tap from this hammer creates a clear, ringing note. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 11HFHRCR Slow and Steady STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Strength: +3 Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 50CLUBBT Belib's Everlasting Torch Belib the Wary was arguably the best-equipped adventurer the realms had ever known - or would have been, had he ever actually left his home on one. Just one item from his astounding list of enchanted dungeoneering equipment is his Everlasting Torch. A magical lantern fashioned in the shape of an elaborate wooden torch, the item burns with a bright orange flame that cannot be extinguished - whether dunked in water, buried under several feet of rock, or smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply will not be put out. When Belib finally finished the last of his items, he crammed them all into a giant pack - enchanted to hold far more than Belib could normally carry himself, of course - and heaved it onto his shoulders, prepared for the adventure of a lifetime. As Belib crossed the threshold of his dwelling he tripped... and the tiny gnome was instantly crushed beneath his enormous backpack. The bag burst open, its contents scattering across the Waterdeep street where Belib had lived and rapidly vanishing into the hands of various good-for-nothing passersby. Belib's corpse was eventually taken to a temple and raised by a kind-hearted priestess, but by then the last of Belib's enchanted items... and most of the contents of his home... were long gone. Grateful but understandably upset, Belib fashioned a number of unique magical items for the priestess before returning to his family and homeland, forever vanishing from the surface world. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 50HFCLBT Belib's Amazing Everlasting Torch STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Flame: 1d6 fire damage Ignition: 50% chance to cast Beltyn's Burning Blood on a struck target Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 51HAMMDA Hammer of Darkness Duergar master artisans forged this hammer of dull gray steel. Its head is marked with a rune of terrible black power; even a single blow from the hammer has a chance to swathe an enemy's eyes in darkness and blind them. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Spell Process: 50% chance to Blind target (Fortitude save negates) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HFHRDA Hammer of Utter Darkness STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Process: 66% chance to Blind target (Fortitude save negates) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HAMMVA Valorfoe The Valorfoe is a frightful weapon, one forged to break an enemy's spirit as well as their armor and bones. It is ancient, its artisan's name long-lost even to the vast historical records of the gray dwarves. Covered in runes of cruel power, the Valorfoe bears a single inscription in the tongue of ancient dwarves, now used only by the duergar: "'Tis Not Death That Is Worthy of Dread, But The Fear of Death" Every blow from the Valorfoe has the chance of striking terror into the target's heart, causing them to flee madly from the hammer's wielder. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Strike Terror: 33% chance target flees in fear (save vs Will) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HFHRVA The Dire-Hammer Valorfoe STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Strike Terror: Target will flee in fear (save vs Will) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 63CLUBMP Monkey Paw of Discipline The neo-orog captain, Sprawg, is the current instructor of general battle tactics for the new Legion of the Chimera recruits. As such, he needed a tool to keep his new recruits submissive and in line. Thus, the Monkey Paw of Discipline was created. The Monkey Paw of Discipline looks exactly like the name describes. It consists mainly of a large, petrified monkey's arm severed at the shoulder. At the shoulder joint, it looks like a one-handed grip was jammed into the bone and magically fused. At the opposite end, the paw is open and is the main dealer of pain. Once someone is smacked with the paw, aside from the considerable damage, there is a chance that the recipient of the discipline will suffer from heightened fear and/or confusion. Once these symptoms wear off, it is not likely that the recipient of the paw's discipline will ever be a problem in the future, especially while class is in session. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Speed: One extra attack per round Spell Process: 15% chance of casting the spell Emotion: Fear on target per hit Spell Process: 5% chance of casting the spell Confusion on target per hit. Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 63HFCBMP Monkey Paw of Extreme Prejudice STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Speed: Two extra attacks per round Spell Process: 15% chance of casting the spell Emotion: Fear on target per hit Spell Process: 5% chance of casting the spell Confusion on target per hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 63HAMMBI Brutal Impact As one of the perks of being the Tyrannar (high cleric) of the Xvimian faith within the Legion of the Chimera, Brutai Mar received the deadly warhammer, Brutal Impact. This hammer sports a finely etched shaft with images of Iyachtu Xvim fending off legions of paladins. Its exquisitely crafted mithral hammer is much larger than most warhammers, yet seems no heavier. Like many weapons made with the unholy enchantments of Iyachtu Xvim, the metal of the hammer seems to absorb light into its unending blackness. On the few occasions that the Tyrannar Brutai Mar has used his weapon on his foes, Brutai has felt increased strength and improved accuracy. In addition, some of the crushing blows were accompanied by bursts of Xvimian acid - the same acid that flows throw the waters within Severed Hand. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Corrosive Burst: 33% chance +2d6 acid damage and 10% chance of +2d10 extra acid damage Strength: +2 bonus Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 63HFHRBI Xvim's Brutal Impact STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Corrosive Burst: 33% chance +2d6 acid damage and 10% chance of +2d10 extra acid damage Strength: +5 bonus Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed ZZG6CT Troll Killer 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. With minute traces of acid along its striking end, coupled with its unusually warm feel, one could surmise that this club would be especially effective against all trolls. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +1 Special: Bane: +2 Attack Bonus vs Trolls and +2d6+2 damage vs Trolls Flame: 25% chance +1d6 fire damage Corrosion: 25% chance +1d6 acid damage Required Feat: Simple Weapon, Mace Type: One-handed ZZH6DH Dwarven Giant Slayer Hammer +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Giants and an additional 1d6+2 damage vs Giants Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed ZZJ6HFMM Selune's Blessing Selune's Blessing appears to be a normal mace. However, against spectral undead the weapon is quite deadly and inflicts additional damage. Little is known of the origins of the mace, but it is believed to be the creation of a priestess of Selune, the goddess of the moon. Selunites deny this pointing out that worshipers of Selune are powerless against undead. Therefore, no priestess of Selune could creature such an item. Scholars argue that this is exactly why the mace was made. To grant the wielder a power over creatures that is not normally given. Of course, this argument fails to explain how the mace could have been created. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead Weight: 10 lb. Required Feat: Simple Weapon, Mace Type: One-handed ZZJ6MM Moon Maiden's Blessing STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +4 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead Weight: 10 lb. Required Feat: Simple Weapon, Mace Type: One-handed ZZL6MA Mace of Goblin Slaying +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Goblins and +2d6+2 damage vs Goblins Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed =============================================================================== Bows =============================================================================== 00BOWC01 Composite Longbow Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC02 Masterwork Composite Longbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC04 Composite Longbow +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC92 Composite Longbow of Spell Resistance STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 9 lb.Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC93 Composite Longbow of the Defender STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Deflection Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC94 Composite Longbow of Empowerment STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Random +4 bonus to Strength, Constitution, Dexterity, Wisdom, Intelligence, or Charisma when struck in melee combat. Effect lasts for 5 combat rounds. User is immune to further bonuses until 1st bonus expires. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC95 Composite Longbow of Dodging STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 2/- Missile Resistance Dexterity: +1 bonus Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC96 Composite Longbow +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +6 Weight: 3 Speed Factor: 6 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC97 Composite Longbow +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC98 Composite Longbow +3 Damage: +5 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC99 Composite Longbow +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWCAG Arc of Gold It can be argued that the Arc of Gold and its sister, the Mithral Arc, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. At the height of the dwarven-elvish alliance in the North, a disagreement arose between the two races over the matter of trading enchanted weapons to the men of the south, who were beginning to establish a foothold in the North. The dwarves were of the opinion that the many great works that had been built through the joint efforts of the dwarves and elves should be offered up to man and the profits used to fill the coffers of both races. This suggestion was not well- received by the elves nor by their leader, the arch-mage Larrel, and the matter was quickly dropped. However, when the Arc of Gold, one of the items fashioned jointly by dwarven and elven weaponsmiths was found in the hands of an orcish war party not long after the debate in the alliance councils, the elves accused the dwarves of selling the weapons to the goblinoids out of greed. The dwarves, insulted, broke the shafts of their hammers in the middle of the council and broke talks with the elves, returning to their halls in Dorn's Deep and never speaking to them again. The two races, now divided, were soon swallowed by the Dark Horde that was devouring the North beneath its banner. At the time of the fall of the Severed Hand, the Arc of Gold was mounted within the halls of Severed Hand as a reminder of the dwarven treachery and dwarven greed. When the Severed Hand fell, the Arc of Gold silently watched as the goblinoids tore apart the elvish defenders and laid waste to tower after tower, until the elvish archmage Larrel, in a desperate measure, brought about the Mythal cataclysm that sealed the fate of the Severed Hand once and for all. When the Mythal was cast, the Arc of Gold vanished from the halls of the Severed Hand and has not been seen since... until now. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL01 Longbow The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. STATISTICS: Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL02 Masterwork Longbow STATISTICS: Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL03 Longbow +1 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL88 Longbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL89 Longbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL90 Longbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL91 Longbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL95 Spellward Longbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Spellward: Immunity to the spell Sleep Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL96 Longbow of Spell Resistance STATISTICS: Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL97 Longbow of the Shield STATISTICS: Attack Bonus: +1 Special: Spell Power: Can cast spell Shield 1/day Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL98 Longbow of Fire Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Special: Resistance: 1/- Fire Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL99 Longbow of Fortitude +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Special: Hit Point Bonus: +10 hit points Saves: +2 Save vs Fortitude Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLSF Sophias Flight This longbow is the subject of legend among the squabbling citadels of the Sword Coast, a legend fiercely debated in drinking halls and taverns in and along the storm-lashed coast. According to the tale, the bow takes its name from its pivotal role in the escape of a young woman named Sophia, a typical maiden fair who was pledged to marry the son of Duke Hugh Gladegrin (the son is described as hideously ugly and of foul temperament, of course). Sophia, however, believed she was destined to marry one of the Duke's archers, a dashing young golden- haired fellow who roamed the surrounding lands felling foul beasts with a single twang of his mighty bow. As the tale goes, one of the court wizards (a transmuter) took pity on the young woman's plight and cast a spell that turned her into an arrow for an hour's time. The transmuter arranged for Sophia to be fired from the castle wall to a ship waiting off the coast, where she could sail to freedom. The tale then breaks down from here, as numerous accounts claim that Sophia did not flee the coast safely, and that she transformed back into her normal body while she was halfway across the water, plunging into the icy ocean. Another school claims that, while in arrow form, Sophia pierced the side of the ship, then choked to death when she resumed her normal form with her neck embedded in the ship's hull. Still others claim that she was never even launched from the bow, and that she resumed her normal form while inside the archer's quiver, and she awoke, naked, wearing only the small band of leather about her body. When this last argument is made, the discussion generally deteriorates into a steady stream of sexual innuendos and the evening officially goes downhill. Whatever the tale, the bow has a range unmatched by many other bows in the realms, and the arrows launched from it strike far and true - unlike the story surrounding the bow. STATISTICS: Damage: +1 (missiles) Attack Bonus: +2 Special: Half again the range of a normal bow. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLSF Sophia's Arc STATISTICS: Damage: +3 (missiles) Attack Bonus: +4 Special: Half again the range of a normal bow. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLSR Sun-Reacher The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Sun-Reacher with him. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLSR Great Sun-Reacher STATISTICS: Damage: +4 (missiles) Attack Bonus: +4 Spell Power: Can cast the spell Protection from Missiles 1/Day Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP01 Composite Shortbow Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +1 (missile) Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP02 Composite Shortbow +1 STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP97 Composite Shortbow of Insight +5 STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Special: Alchemy: +10 bonus Knowledge (Arcana): +10 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP98 Composite Shortbow of Resistance STATISTICS: Damage: +1 (missile) Special: Resistance: 2/- Cold Resistance Resistance: 3/- Fire Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP99 Composite Shortbow of Endurance +2 STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Special: Constitution: +4 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS01 Shortbow Shortbows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about 5 ' feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow. STATISTICS: Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS02 Masterwork Shortbow STATISTICS: Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS03 Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS86 Shortbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS87 Shortbow of Magic Resistance STATISTICS: Special: Resistance: 3/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS88 Shortbow of Displacement +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Spell Power: Can cast the spell Blur 1/day Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS89 Silenced Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Silenced: +2 to Move Silently skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS90 Shortbow of Shadows STATISTICS: Special: Shadowed: +2 to Hide skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS91 Shortbow of the Defender STATISTICS: Special: Deflection Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS92 Shortbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS93 Shortbow of Dodging +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Armor Bonus: +3 Armor vs Missiles Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS94 Shortbow of Life +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Hit Point Bonus: +10 hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS95 Shortbow of Health +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Hit Point Bonus: +5 to maximum hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS96 Shortbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS97 Shortbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS98 Shortbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS99 Shortbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWSEH Eye of the Hunter This small barbarian bow is foreign to the lands of Icewind Dale, having been made by the distant warrior-priests of Vaasa. Its history is not rich, having been used by the chief hunter of a small tribe for decades. The bow later fell into the hands of invaders after the tribe was wiped out. Its obvious "barbarian" look could be unappealing to stylish urban adventurers. Made of yew and wrapped with thin furs, the bow looks rugged and practical. The grip of the bow has a chipped and faded painting of a large eye on each side. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBSEH Swift Eye of the Hunter STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Dexterity: +3 Strength: +1 Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWSRS Rabbit Slayer The famed halfling hunter Herrian Smallhill was well known for his ability to fell large numbers of rabbits in a single day. Though Herrian repeatedly was challenged to displays of "real" hunting skill, he always returned to his home near Corm Orp to provide rabbits for his community. A noble elven hunter named Shidan Imraith challenged the halfling to a hunting contest in 1197 DR. When Herrian emerged at the victor, the proud elf became so enraged that he ordered his men to kill the halfling. Though Imraith's house was disgraced for the action and Shidan was brought to justice, Herrian's fine yew bow disappeared. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBSRS Furious Rabbit Slayer STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Chameleon Power: +2 to Hide skill Spell Power: Can cast the spell Luck 1/Day Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWB Masterwork Shortbow STATISTICS: Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWC Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWE Masterwork Composite Longbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWF Composite Longbow of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-Handed Minimum Strength of 15 required 00CWBOWH Masterwork Longbow STATISTICS: Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWI Longbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBCAG Mithril Arc It can be argued that the Mithral Arc and its brother, the Arc of Gold, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. The Mithral Arc was developed at the height of the dwarven-elvish alliance, and it was one of the many joint items developed by the dwarves and elves of the Severed Hand before the destruction of the Severed Hand and the Fall of Dorn's Deep. Its accuracy was unparalleled, and the dwarves presented it to the elves as a token of goodwill between the races. The string of the bow was said to have been blessed by the elvish archmage Larrel himself, with a range that seemed to rival the horizon. It was mounted in the halls of Severed Hand so that all visitors could see it, and see the achievements the dwarves and elves united could bring about. When its brother, the Arc of Gold, was discovered in the hands of a band of orcs raiding in the forests north of Severed Hand, the elves became furious and accused the dwarves of selling the relics the two races had jointly crafted to their enemies. The dwarves, enraged by the insult, seized the Mithral Arc and returned to Dorn's Deep, cutting off all contact with the elves. It is said that at the moment the alliance disbanded, the string of the Mithral Arc broke with a final twang, and the bow, useless, remained deep within Lower Dorn's Deep, silently watching as the dwarves were slowly driven deeper and deeper into the Deep by the encroaching goblinoid hordes that had begun to swarm down from the North. It was never seen and never taken by the Dark Horde that marched through Dorn's Deep, and the Mithral Arc remained there for countless years in the darkness with the dwarven dead piled around it, still clutching their weapons. How it came to be here is unknown, but the string of the Mithral Arc is restored and the bow is eager to be used. Perhaps there is hope for the fallen elves and dwarves still... or at least the opportunity to reclaim their once-proud homeland from the goblin hordes that threaten it. STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLFK Flamekiller Rangers in the service of Auril are rare, terrible forces in the north. Echolia was an Aurilite ranger who plagued foragers near the Ice Lakes for over two years. A bane to nomads and merchants alike, Echolia's arrows felled many and drove off even more. A number of druids came north from the High Moor to deal with her, but they found her exceptionally difficult to dislodge from the region. The druids eventually killed the persistent ranger, but only at the cost of several druids' lives. Her bow was recovered and given to a Mielikkan ranger who died a decade later in the Marsh of Chelimber. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Resistance: 1/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLFK Triumphant Flamekiller STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Resistance: 3/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed =============================================================================== Bullets =============================================================================== 00BULL01 Bullet A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1d4 Damage Type: Missile (crushing) Weight: 0 lb. Launcher: Sling 00BULL02 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. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL03 Bullet +2 STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL04 Force Bullet A popular weapon among priests, Force Bullets allow the user to restrain opponents without causing excessive harm. They are particularly well liked by the churches of Helm, Eldath and Ilmater. STATISTICS: Damage: 1d4 +2 Damage Type: Missile (crushing) Enchantment: +2 Special: Target must make a Reflex save or be affected by Otiluke's Resilient Sphere Weight: 0 lb. Launcher: Sling 00BULL86 Returning Flame Bullet +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Returning: Returns to user Flame: 50% chance +1d6 Weight: 0 lb. Launcher: Sling 00BULL87 Bullets of Disruption +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Sling 00BULL88 Stun Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Sling 00BULL89 Bullets of Corrosive Burst STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 0 lb. Launcher: Sling 00BULL90 Bullets of Wounding STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Sling 00BULL91 Sure Strike Bullets STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Sling 00BULL92 Stunning Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Sling 00BULL93 Sparking Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Sling 00BULL94 Frost Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Sling 00BULL95 Flaming Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Sling 00BULL96 Corrosive Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Sling 00BULL97 Bullet +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL98 Bullet +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL99 Bullet +3 STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling =============================================================================== Clubs =============================================================================== 00CLUB01 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: Bludgeoning Weight: 3lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB81 Cold Flame Club +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Frost: 25% chance +1d6 cold damage Flame: 25% chance +1d6 fire damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB82 Stun Club +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB83 Sure Strike Shock Club STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Shock: 50% chance +1d6 electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB84 Vampiric Club STATISTICS: Damage: 1d6 Special: Vampiric: 50% chance 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB85 Club +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB86 Club of Freezing Flames +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost: +1d6 Cold Damage Frost Burst: +1d6 frost damage and 10% chance of +1d10 extra frost damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB87 Club of Destiny +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: User is under the effect of the spell Luck while equipped Charisma: +1 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB88 Club of Enlightenment +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Strength: +1 Dexterity: +1 Constitution: +1 Intelligence: +1 Wisdom: +1 Charisma: +2 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB89 Club of Punishing +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Lawful: +2d6 damage against chaotic creatures Charisma: +3 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB90 Club of Dazing +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB91 Walloping Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB92 Club of Disruption STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +5 Damage Type: Bludgeoning Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB93 Club +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB94 Masterwork Club STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB95 Club of Immolation STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +3d6 fire damage and 10% chance of +2d10 extra fire damage Resistance: 5/- Magic Resistance Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB96 Static Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB97 Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB98 Corrosive Club +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosion: +1d6 acid damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB99 Frost Club STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Frost: 50% chance of +1d6 cold damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUBHK Headknocker Headknocker was crafted by the ogress Shavauntea as a "gift" for her husband, Grothak the Stupid. Her hope was that the club could be used to "knock sense into empty head." Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband's unsuspecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses. Obviously, this was not the case. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Crushing: 33% chance target takes +1d6 Crushing damage to the head Spell Process: 20% chance target becomes Confused Weight: 6 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFCBHK Club of Confusion The Club of Confusion was crafted by the ogress Shavauntea as a "gift" for her husband, Grothak the Stupid. Her hope was that the club could be used to "knock sense into empty head." Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband's unsuspecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses. Obviously, this was not the case. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Crushing: 99% chance target takes +2d6 Bludgeoning damage to the head Spell Process: 50% chance target becomes Confused Impact: Increased chance of scoring a critical hit on target Weight: 6 lb. Required Feat: Martial Weapon, Flail (?) Type: One-handed =============================================================================== Crossbows =============================================================================== 00BWHX01 Heavy Crossbow A crossbow is a bow mounted crosswise 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). STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX02 Masterwork Heavy Crossbow STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX03 Heavy Crossbow +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX04 Heavy Crossbow of Accuracy 'The Guide' A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: Damage: +2 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX91 Heavy Crossbow +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX92 Heavy Crossbow +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX93 Heavy Crossbow +3 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX94 Heavy Crossbow +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX95 Heavy Crossbow of Health +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX96 Heavy Crossbow of Defense +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX97 Spellward Heavy Crossbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Spellward: Immunity to the spell Charm Person Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX98 Heavy Crossbow of Speed +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Special: Speed: 1 additional attack per combat round Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX99 Heavy Crossbow of Accuracy +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +10 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXGE Geloise A human adventurer from the Dalelands named Arioth Cooper used this heavy crossbow on many of his journeys. Arioth had lived in a small community near the edge of Anauroch, the great desert. When a mysterious force emerged from the sands to destroy the village, Arioth's wife was killed. Through circumstance, Arioth became a wandering mercenary. Over time, Arioth became a great hero and champion for the innocents of Cormyr and the Dalelands, though he shied away from such praise. His worn, heavy crossbow was named after his dead wife, Geloise. When Arioth died of old age, his wishes were that his equipment be sold off at an auction in Essembra, Battledale, and the proceeds given to the citizens of that village. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXGE Beloved Geloise STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Freedom of Movement: Wielder is immune to effects that impede movement Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXHF Hagnen's Folly This heavy crossbow was named, not by its dwarven designer, Hagnen Odestone, but by his wife Miraenna, who was responsible for stringing the crossbow with dragon gut and then checking its aim and speed of fire. There was apparently no love lost between the couple, and their arguments on everything from maintaining the home to maintaining the accounts were legendary within the clan halls. Shortly after Hagnen was crushed to death in the great quake of 1275 DR, Hagnen's wife proceeded to lay her husband's name (and backlog of uncompleted work) to rest by finishing the last of a series of enchanted weapons that still lay in Hagnen's workshop, cursing each one with Hagnen's name. After finishing the last of his weapons, Miraenna apparently left the dwarven clan home and traveled southwards, gladly ridding herself of the Odestone name and creations. Among Hagnen's other creations is a light crossbow that also bears his name - it has been sighted within the North on many occasions. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXHF Hagnen's Foolishness Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXHF Foolishness of Hagnen Odestone Damage: +3 (missile) Attack Bonus: +5 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXHF Folly of Hagnen Odestone STATISTICS: Damage: +5 (missile) Attacl Bonus: +5 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXIA Iron Arbalest An assassin's greatest ally, besides his skill in his craft, is his weapon. In fact, an assassin is best if his weapon of choice, such as a crossbow, is used at the longest possible range with deadly accuracy. However, even the best of assassins need all the help they can get when it comes to long-range attacks. That is why the Iron Arbalest, and crossbows like it, are usually the best choice for would be assassins. The Iron Arbalest has been enchanted to enhance the assassin's crossbow skill and actually improve their chance to hit their mark. In skilled hands, the Iron Arbalest could drop a mark long before they could ever reach the assassin and exact revenge. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 14 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXIA Mithril Arbalest STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Special: Hide: +3 Weight: 14 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXMR Mailripper An arbalest of dwarven manufacture, Mailripper has been seen in use across Icewind Dale for at least a hundred years. On the rare occasions that groups of dwarves appear on the tundra, they are typically gathered for battle. The leader of the Warcrest clan always kept a keen-eyed warrior armed with Mailripper by his side. The warrior's instructions were simple: shoot the most heavily armored opponent you see approaching the king. When the Warcrest clan was wiped out in a woeful conflict with barbarians, some warriors from Bryn Shander used it for idle target practice before they died en route to Redwaters. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXMR Shielded Mailripper STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Deflection Bonus: +2 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX01 Light Crossbow STATISTICS: Attack Bonus: +2 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX02 Masterwork Light Crossbow STATISTICS: Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX03 Light Crossbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX04 Light Crossbow of Speed +1 'The Army Scythe' A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of Hobgoblins, these unfortunate souls have joined the ancients in their anonymity. STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: 1 extra attack per round Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX91 Light Crossbow of the Defender +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX92 Light Crossbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +7 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX93 Light Crossbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +6 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX94 Light Crossbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +5 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX95 Light Crossbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX96 Light Crossbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Resistance: 1/- Magic Resistance Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX97 Light Crossbow of Health STATISTICS: Attack Bonus: +2 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX98 Eagle Eye Light Crossbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +8 Special: Speed: 1 extra attack per combat round Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX99 Light Crossbow of Accuracy STATISTICS: Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXIM Iron Mary's Reply "Iron" Mary of Tantras was a woman of stunning beauty and deadly serious resolve. Iron Mary was easily spotted among her dark-haired mercenary company. Not deigning to wear a helmet, she knew her long blonde hair was visible from across a battlefield. Mary was often hired to track down groups of criminals in lawless lands and put an end to their activities. After five years, troublemakers throughout the Moonsea and Inner Sea knew that if Iron Mary was on their heels, they had angered someone of considerable importance. Instead of putting up a proper fight, many outlaws would attempt to surrender. Iron Mary never accepted surrender, so her reply was always a crossbow bolt shot into the forehead of the fool who dared to try talking his or her way out of impending doom. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXIM Iron Mary's Bold Reply STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Spellward: Immunity to the spells Ice Storm, Snilloc's Snowball Swarm, Agannazar's Scorcher Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXMB Makavail's Bane This weapon is not named for its user, but rather the person against whom it was used. Makavail was a scheming, lying, manipulative cheat who operated near the city of Westgate on the Lake of Dragons. Among the many enemies he made was a soldier from Teziir named Ricarl of the Mark. Ricarl wanted to get Makavail in trouble without letting his target know it was he who was responsible. When Makavail was exiting Westgate with chests full of stolen goods, Ricarl shot the leg of one of the horses pulling Makavail's wagon. The horse bolted and overturned the wagon. Guards rushed to the scene and discovered what Makavail was up to. He was thrown in prison and died only a year later. He never knew who had fired the fateful bolt that caused his downfall. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXMB Makavail's Swift Bane STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Speed: +1 attack per combat round Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51BWHXDB Doom Bolter The creation of the diabolical duergar master artisan Dragu Ironbreaker, the doom bolter is a complex and heavy device barely recognizable as some sort of crossbow. Its bow is of a pliant metal alloy, the tiller is covered with an array of gears, levers, springs, and studs, and a cylindrical case of hard leather and a rotating steel shaft sit along the top of the weapon. Despite this, the doom bolter is actually the more simple, easily produced variant of the overly intricate and expensive hell bolter, another of Dragu's inventions. The doom bolter fires twice as quickly as the typical heavy crossbow, spewing a hail of quarrels from the ammunition container affixed along the tiller. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Speed: 2 attacks per combat round Weight: 18 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51BWHXHB Hell Bolter The creation of the diabolical duergar master artisan Dragu Ironbreaker, the hell bolter is a complex and heavy device barely recognizable as some sort of crossbow. Its bow is of a pliant metal alloy, the tiller is covered with an array of gears, levers, springs, and studs, and a cylindrical case of hard leather and a rotating steel shaft sit along the top of the weapon. An attempt to create a missile weapon that would allow gray dwarf soldiers to slay many times their number from afar, the hell bolter is an overly complex and terribly expensive device unsuitable for the equipping of an entire army. It is, however, frightfully effective - the hell bolter fires three times as quickly as the typical heavy crossbow, spewing a storm of quarrels from the ammunition container affixed along the tiller. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Speed: 3 attacks per combat round Weight: 20 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51HFHXDB Dragu's Doom Bolter STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Special: Speed: 3 attacks per combat round Weight: 18 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51HFHXHB Dragu's Hell Bolter STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Special: Speed: 4 attacks per combat round Weight: 20 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed =============================================================================== Daggers =============================================================================== 00CWDAGF Dagger +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 DamageTtype: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG01 Dagger STATISTICS: Damage: 1d4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG02 Masterwork Dagger STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG03 Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 DamageTtype: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG04 Dagger +2 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip through stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG05 Dagger +2, Longtooth Daggers of this type are very uncommon and are mostly used by specialists. They are easily identified as they are much longer than ordinary daggers. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG06 Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG81 Returning Fire Dagger +1 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Flame: 50% chance +1d6 fire damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG82 Stun Throwing Dagger +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG83 Acid Tipped Throwing Dagger STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG84 Throwing Daggers +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG85 Throwing Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG86 Sure Strike Throwing Dagger STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG87 Dagger +5 STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG88 Dagger +4 STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG89 Dagger +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG90 Viper's Fang +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG91 Ice Pick +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Frost: 50% chance +1d6 cold damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG92 Vampire's Fang +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG93 Knife of Flame STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Flame: 50% chance +1d6 fire damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG94 Dagger of Resistance STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG95 Dagger of Warding STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Piercing Special: Defending: +3 Deflection Bonus Keen: Increases chance of scoring a critical hit Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG96 Cat's Paw Dagger +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Shadowed: +8 to Hide skill Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG97 Dagger of the Mind's Eye +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast Blur 2/day Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG98 Vampiric Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG99 Venomous Dagger STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGGFW Final Word Inscribed upon the blade of this dagger is the word "Enough!" Judging by the skill of the craftsman and the enchantments on the blade, it may have its origins within some fierce school of debate in Cormyr or elsewhere, perhaps as a way to signal the end of a debate, or to end an argument by other, bloodier, means. When hurled, the dagger's accuracy and swift flight enchantments cause it to fly far and true into whatever target the wielder wishes. It doesn't look to have seen much use or combat, so it may have been intended as a purely ornamental weapon. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Spell Process: 10% chance of Silencing target Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFDGFW Dagger of Closing Arguments STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Spell Process: 25% chance of Silencing target Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGGPF Poisonfang Ysha Poisonfang was a minor but very successful assassin. She preferred to strike at her targets from a distance and relied on poison to deal the fatal blow. Ysha was an abused and twisted young woman who enjoyed the suffering of others. She rarely used fast acting poisons and reveled in the screams of agony as her victims slowly perished. After a series of successful assassinations she was given an enchanted dagger by her guild. She promptly named the blade Poisonfang and took the name for her surname as well. Poisonfang is a throwing dagger with several enchantments. The weapons accuracy has been enhanced, has a chance to inflict the victim with a virulent poison, and then returns to its user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Venom: 50% chance of +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFDGPF Ysha's Sting STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 52DAGGSH Sulo's Hook No one knows where this enchanted parrying dagger first came from, though it gained its fame in the service of the notorious corsair captain "Baron" Sulo of Luskan. When Sulo and crew made to steal the Leberm family jewels from a small transport ship off the coast of Port Llast, they found themselves confronted by a group of experienced adventurers hired on as guards. One in particular fought like a devil, wielding a matched set of finely wrought dueling blades. The unnamed adventurer slew many of Sulo's men and, coming to clash with the corsair captain himself, severed Sulo's left hand. "Baron" Sulo would have died that day were it not for a stray ballista round from the Leberm ship - the enormous spear struck the unlucky swordsman squarely and carried him over the side of Sulo's ship in a flash. All that remained of him was his elaborate parrying blade, left spinning on the deck as if he'd never been there. Sulo elected to graft the swordsman's parrying blade to the stump of his left wrist in the place of a common hook. When Sulo was killed some nine years later, the blade was interned with him in a concealed tomb along with a substantial quantity of gems and coins. Despite the "secret" nature of Sulo's final resting place, the site was quickly plundered and Sulo's Hook passed into hands of other men. STATISTICS: Damage: 1d4 Attack Bonus: -2 penalty Damage Type: Piercing Special: Deflection Bonus: +3 Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 52HFDGSH "Baron" Sulo's Hook STATISTICS: Damage: 1d4 + 1 Attack Bonus: -1 penalty Enchantment: +1 Damage Type: Piercing Special: Deflection Bonus: +3 Saving Throw: +1 bonus Resistance: 5/- Magic Resistance Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 61DAGGWS Wyvern Stinger This sharp organ was once connected to a wyvern's poison gland. It contains a small amount of unspent poison that could be safely extracted with the proper equipment. It can also be wielded as a weapon. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: 20% chance of +2 points of poison damage every second for 6 seconds, Fortitude for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 62DAGGXF Xvimian Fang As gratitude and a show of good faith towards Saablic Tan for joining with the Legion of the Chimera, Isair and Madae gave Saablic the Xvimian Fang dagger. Forged from the finest metals and enchanted with the darkest magics akin to Xvimian lore, the Xvimian Fang reflects no light from its blackened steel. The blade is so black, in fact, that any details that usually stand out from a curved dagger blade are completely absent. It is as if the blade actually absorbs light. Saablic Tan always keeps the Xvimian Fang close, not just because the dagger has the awesome power to potentially turn individuals to stone when attacked, but because the dagger actually increases the wielder's intellect - truly a powerful weapon befitting a powerful wizard. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit Stat Bonus: +2 to Intelligence while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 62HFDGXF Xvimian Fang of Despair STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit 20% chance of casting the spell Emotion: Despair on target / hit Stat Bonus: +4 to Intelligence while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5GT Grievance Tear This unusually heavy silver blade has been enchanted with the tear you obtained from the spirit in the Weeping Widow. The tear apparently still holds some of her anger toward you and anguish over her banishment from the Inn and may be the reason for the weapon's great weight. The hells hath no fury like a spirit banished, it seems, but as long as it gets you a valuable magic weapon in the process, a little spectral fury is a small price to pay. STATISTICS: Damage: 1d4 + 1, +2 vs. Spectral Undead Attack Bonus: +1, +2 vs Spectral Undead Enchantment: +2 Damage Type: Piercing Special: 5% chance for an additional 1 point of magic damage when hitting the target, Cursed Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5HF Veira's Grievance STATISTICS: Damage: 1d4 + 3, +4 vs. Spectral Undead Attack Bonus: +3, +4 vs Spectral Undead Enchantment: +4 Damage Type: Piercing Special: 25% chance for an additional 10 points of magic damage when hitting the target Cursed Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5HO Veira's Sorrow This ghostly silver blade has been enchanted with the tear you obtained from Veira in the Weeping Widow. The tear apparently still has some of her sorrow and her relief within it, and these emotions have seeped into the blade. When it strikes an opponent, it has a chance of transferring that anguish onto them. STATISTICS: Damage: 1d4 + 3, +4 vs. Spectral Undead Attack Bonus: +3, +4 vs. Spectral Undead Enchantment: +4 DamageType: Piercing Special: 25% chance for an additional 10 points of magic damage when target is hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5ST Sorrow's Tear STATISTICS: Damage: 1d4 + 1, +2 vs. Spectral Undead Attack Bonus: +1, +2 vs. Spectral Undead Enchantment: +2 DamageType: Piercing Special: 5% chance for an additional 1 point of magic damage when target hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZL6GH Goblin Hunter This pearl-handled dagger was crafted by the enchantress Elytharra as protection against the frequent goblin raids that plague Icewind Dale. It looks more like a fine, familiar hunting knife than a weapon of war, but its keen edge bites deep into goblin hide. Elytharra claims to have only used the knife on a small number of occasions. STATISTICS: Damage: 1d4, +2 vs. Goblins Attack Bonus: +2 vs. Goblins Enchantment: +2 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed =============================================================================== Darts =============================================================================== 00CWDRTA Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART01 Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART02 Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART03 Dart of Stunning The dart of stunning looks like any other dart other then the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Fortitude save or be stunned for 1 round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART04 Dart of Wounding This dart has many sharp barbs that are designed to rip and tear at any inflicted wounds. STATISTICS: Damage: 1D4 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART05 Zilzanzer's Magnificent Dart The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon, was also the creator of a number of small magical missile weapons. "Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues. Unlike many of Zilzanzer's other creations, his darts actually performed as he intended them to. He created a great number of the darts before his untimely demise. STATISTICS: Damage: 1D4 +2 Damage Type: Missile (piercing) Enchantment: +1 Special: Speed: +2 attacks per combat round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART83 Returning Stun Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART84 Returning Poison Tipped Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART85 Flaming Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: 50% chance +1d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART86 Returning Frost Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Frost: 25% chance +1d6 cold damage Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART87 Shock Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Shock: 25% chance +1d6 electric damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART88 Sure Strike Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART89 Masterwork Dart STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART90 Dart +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART91 Dart +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART92 Dart +3 STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART93 Dart +2 STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART94 Glacial Darts +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART95 Glass Darts +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Slashing: +3d4 Slashing damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART96 Darts of Infatuation +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: Attempts to place target under the effects of a charm spell (Will save negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART97 Darts of Flame +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Special: Flame: +2d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART98 Keen Flaming Burst Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART99 Acid Tipped Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTAT Adron's Theorems The sage Adron's passion for arguing was matched only by his love of driving the final point home as forcefully as possible. As a joke, several of his students inscribed many of his theorems and oft-quoted passages on a string of darts and presented it to the aged instructor on the day of his retirement. This proved to be a gift of questionable wisdom, as Adron was quick to anger, and he promptly began to fling the darts at his students - only to find that the theorems had given the darts a sage-like accuracy when making their points. Fortunately for the students, they were as good at dodging darts as they were in dodging their studies, so except for a few pairs of soiled robes, there was little damage done. Adron's darts were encased in a special case at the school, only to be stolen as a university prank many years later. Since then, the darts have been sighted throughout the realms, carrying Adron's theorems and quotes wherever they go. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: 1% chance of target succumbing to the effects of Feeblemind when struck Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTAT Adron's Long-Winded Theorems STATISTICS: Damage: 1d4 +5 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Special: Spell Process: 10% chance of target succumbing to the effects of Feeblemind when struck Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTDD Delnar's Dart of Dispelling Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. For his first attempt, Delnar decided to create a dart that would be a mage's best friend. The weapon would unerringly strike a target, dispel any magical protection, and then return to its user. Unfortunately, just as he was placing the final enchantments on the item, Delnar's mother entered into the room, saw the dart, and said "Careful, ye'll put an eye out with that." Much to his dismay, his mother's words became a part of the enchantment. The dart did seem to work as intended, but occasionally would strike the user blind upon its return. STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Special: Dispelling: 50% chance Dispel Magic on target (Will save to resist) Spell Process: 10% chance of blindness on wielder (Fortitude save to resist) Returning: Returns to user Weight: 1 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTDD Delnar's Eye Gouger STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Special: Dispelling: 90% chance Dispel Magic on target (Will save to resist) Spell Process: 5% chance of blindness on wielder (Fortitude save to resist) Returning: Returns to user Weight: 1 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTPD Plague Darts Devised forty years ago by the ambitious Talonite necromancer-priestess Presio, these devices only started gaining popularity among the church of Talona in the past six or seven years. Presio was well known in certain circles throughout the north, though her presence often went unnoticed by those who would dread it. Around 1280, Presio became involved in a strange demonic plot in the Spine of the World mountains. Only a few of her fellows followed her on her journey. Though she and her allies were slain in the volcano of Dragon's Eye, the many recipes and formulae for her potions and magical weapons survived. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Special: 40% chance of Insect Plague upon striking a target Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTPD Dire Plague Darts STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Casts Insect Plague upon striking a target Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed =============================================================================== Flails =============================================================================== 00FLAL01 Flail STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL02 Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL03 SkullFlail Skullflail, or "The Flail of Teeth" as it is more commonly known, was constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in the northern wastes which became known as Hallowed Pass, Wychgar lost his three brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and during the night he wandered the battlefield looking for their bodies to take away for proper burial. He stumbled across them and was visited by the brothers' spirits who were trapped between the land of the living and the land of the dead. Unable to help them leave he had their souls stored in the flail with the help of a shaman. The three heads of the flail are his brother's skulls, which are attached to the shaft by silver chains. The three skull-heads grin maniacally at their new life. When the flail is used in combat the three heads bite the target, tearing and rendering flesh. STATISTICS: Damage: 1d8 +4, and +1d4 piercing from the biting skulls Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: 10% chance of an additional 1d6 piercing damage Weight: 4 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL85 Poisoned Blood Flail +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL86 Flail of Shocking Cold +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Frost: 50% chance +1d6 cold damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL87 Stun Flail +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL88 Flail of the Defender +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL89 Flail of Corrosive Spikes STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive: 50% chance +1d6 acid damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL90 Vampiric Flail STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL91 Flail +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL92 Flail +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL93 Flail +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL94 Flail +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL95 Flail of Flame +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL96 Wounding Flail of the Elements +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL97 Flail of the Elements STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Shock: +1d6 electric damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL98 Brilliant Flail of Wounding STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL99 Masterwork Flail STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLALFV Flail of Veranon Veranon is a priest long forgotten by time. Some say he was human, others demi-human, and still others claim he was of demonic origin. No one knows for sure. The only surviving clue to his identity can be found in his flail. Veranon's Flail is a vile looking weapon. The haft is crafted from jet black onyx with a pulsating red core. Fiery runes writhe along the length of the haft, almost as if they have a mind of their own. The haft is capped with a pommel stone, a blood red garnet. The weapon sports two heads, each the visage of an unknown but demonic looking creature. The eyes of the heads glow red and a sulpherous odor seems to emanate from the mouths. The heads appear to be crafted from lumps of coal, and yet are as hard as steel. The weapon can only be wielded by those of evil alignment. In the hands of such an individual, Veranon's Flail has been known to immolate its intended target. Otherwise it acts as any other flail. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage (10% chance for each of the two heads) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFFLFV Demon's Breath Flail STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage (10% chance for each of the two heads) Resistance: 10/- Fire Resistance Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLALSR The Shackles of Roa Lady Roa was a woman thrice betrayed. First by her lord father, who married her to Duke Sorim for political gain despite knowing that he would relentlessly torment young Roa. Second by her abusive husband the duke, who planted assassins amongst her handmaidens... when Roa visited her dearest brother Remin - a powerful baron - the assassins murdered him as he slept and so his lands passed to the duke. The third and final betrayal was at the hands of her sister Rana, who longed to take the duke, his riches, and eventually the royal crown for her own. Rana entwined herself in a plot with Duke Sorim to slay the king, discredit the true heir as his bastard child with Roa, and thereby steal the throne. Roa, still less than sixteen summers old, was bound with a ball and chain and cast into the duke's infamous dungeons to await the completion of her husband and sister's terrible scheme. She sobbed and moaned day and night, her voice echoing through the keep's halls. The duke soon grew incensed at her constant wailing and sent one of his Ducal Guard to beat little Roa into silence. When the man arrived at the cell, he struck her across the face, shoved her to the ground and made to kick at her belly - but quick as that, Roa sprung up and strangled the man with her chains. Moments later the willowy young girl burst into the duke's court and attacked him savagely. His guards pelted her with bolts from their crossbows, but onwards she charged. When she reached the Ducal Throne she tossed Sorim's champion aside like a broken doll, swinging the iron ball of her shackles with such strength that it stove in the shocked duke's thrice-enchanted breastplate of meteoric iron, driving shards of shattered ribs into his lungs and heart and killing him instantly. No one is clear as to how the tale ends - some say that Roa then expired on the spot, her chest and back bristling with bolts, while others describe how her sister Rana leapt up and killed her with a dagger... a few optimistic souls even claim that Roa lived and spent the rest of her days in peaceful bliss. Whatever the case, her shackles remain as a testament to her story. The chains of Roa's shackles have been looped and wound together in such a way that one can wield them as a flail. Crudely etched into the soft iron of the ball are the words "In Righteousness Lies My Strength." STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: 33% chance of +2 Strength on wielder when struck (melee only / non cumulative) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFFLSR Chains of Righteous Strength STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: 50% chance of +4 Strength on wielder when struck (melee only / non cumulative) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFMRSS Skirling Svirfneblin Skull The Skirling Svirfneblin Skull, thought to be of deep gnome manufacture, is a flail of notably unusual design: a three-foot long wooden shaft topped with a stone head carved to resemble a skull and crowned with long, glimmering shards of impossibly hard crystal. When the enchanted crystals strike an object they vibrate and emit a keening wail - these unnatural harmonics can rend magical auras and dispel whatever sorcery surrounds the target. The same ringing tone also has a chance of deafening the target and wielder both. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Dispelling: 50% chance Dispel Magic on target (Will save) Wail: 66% chance to deafen struck target (Fortitude save) 25% chance to deafen bearer when a target is struck (Fortitude save) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00MSTRSS The Skirling Skull STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save) Wail: 33% chance to deafen struck target (Fortitude save) 33% chance to deafen bearer when a target is struck (Fortitude save) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 11FLALBC Black Chimes This heavy flail is composed of an iron rod with three hollow metal tubes secured to it by thin black iron chains. When held, the chimes ring together, as if stirred by the wind, and no amount of padding or wrapping seems to silence the flail's chiming. When swung in combat, the chimes clash like thunder, having a chance of deafening anyone struck by it. This weapon is all that remains of Slow Cedric's Gallop, a small frontier settlement located in the Southern Pass of the Spine of the World Mountains. The settlement is believed to have been overrun by a tribe of orcs in the great winter of 1170 DR, and when the cold season passed, the settlement and the bodies of the townsfolk had been buried beneath great mountains of snow. When the first travelers braved the Pass in the spring season, they found only the top of the settlement's great stone belltower peeking through the mountainous drifts. This odd-looking flail was found lying upon the tower's bloodied stone floor, surrounded by the frost-dusted bodies of several dead orcs. According to tales, the Black Chimes were a symbol of office of the settlement's Bell Warden, whose duty was two-fold - to ring the warning bell when an enemy was sighted in the pass, and after the warning bell had been rung, to defend the pass with his life. It is believed the first Bell Warden of Slow Cedric's Gallop was the original creator of the Black Chimes, an enchanted flail that would ring to warn the town of danger at the same time as he leapt into battle against his foes. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment; +1 Damage Type: Bludgeoning Special: For the purposes of hitting enchanted creatures this weapon is considered a +1 weapon 25% chance target is Deafened (Fortitude save negates) Penalty: -1 to Move Silently skill Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 11HFFLBC Black Chimes of the Bell Warden STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: 50% chance target is Deafened (Fortitude save negates) Spellward: Immunity to the spells, Power Word Silence and Silence Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63CWPUS1 Pustule's Flail Pustule the Sick is one-half of the duo that makes up the skilled torturers at Severed Hand. He is a half-orc who is about as bright as a failing candle and unkempt as a homeless goblin living in an overused sewer. Those that have met Pustule the Sick feel the unquenchable urge to immediately bathe because of his disturbingly filthy and disease covered state. Even Pustule's weapon of choice, a large, grotesque flail, secretes filth and disease. Pustule's Flail does not have a clean spot anywhere. Every square inch is covered with weeping sores and green tinted muck. This probably explains why whenever Pustule the Sick uses his flail in battle, the disease that covers both him and his weapon transfers to the victim of the flail's impact. And, if by some extraordinary reason the recipient of the flail's fury does not get diseased, then they will most surely get poisoned. Never has a weapon so perfectly matched its wielder as Pustule's Flail. It's almost as if Pustule the Sick was born with it. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the spell Contagion on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63CWPUS2 Pustule's Flail of Boils STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on target per hit Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63FLALPF Pustule's Flail STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the spell Contagion on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63HFFLPF Pustule's Flail of Boils STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on target per hit Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed =============================================================================== Halberds =============================================================================== 00HALB01 00CWHALB Halberd 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. STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00CWHALC Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00CWHALD Halberd of Corrosive Fire +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Corrosion: 25% chance +1d6 acid damage Flame: 25% chance of +1d6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB02 Masterwork Halberd STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB03 Halberd +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB04 Halberd +2 STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB89 Halberd +3 STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB88 Halberd +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB87 Halberd +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB91 Keen Halberd of Expertise STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Keen: Increases chance of scoring a critical hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB92 Halberd of Corrosive Fire +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Corrosion: 25% chance +1d6 acid damage Flame: 25% chance of +1d6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB93 Halberd of Willpower STATISTICS: Damage: 1d10 Damage Type: Piercing Special: Spellward: Immunity to the spell Charm Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB94 Halberd of the North STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Frost: +2d6 cold damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB95 Infernal Halberd of the Defender STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Deflection Bonus: +1 Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB96 Massive Halberd of Hate +4 STATISTICS: Damage: 2d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Evil: +2d6 damage against good creatures Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 28 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Minimum Strength of 18 required 00HALB97 Halberd of Speed +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Speed: 1 additional attack per combat round Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB98 Halberd of Horror +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Spell Process: 50% chance target is affected by the spell Horror Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB99 Flaming Halberd +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Flame: 50% chance of +1D6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALBDC Dredging Claw This halberd has a core of iron within its shaft, and looks like it was intended to hook onto the sides of enemy ships and lock them in place to allow them to be boarded. It is quite light and quick for a halberd, and the hook on the end makes it easy to latch onto structures. It doesn't look like it's seen much combat use, although it would be perfect for lancing goblins from a distance. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 10 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFHBDC Hand of the Buccaneer STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 10 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALBHL The Hammer of Lucerne This odd pole-arm appears to be a cross between a halberd and a warhammer, fitted with a four-pronged hammerhead and a long thrusting spike. Its creation was the result of a blunder made during the commission of an enchanted item for Lodur the Brave (alternately known as Lodur Iron-Bollocks, Lodur the Foolhardy, and Lodur the Dullard), a powerful but none-to-bright cleric. Lodur had of heard rumors of a mighty long-hafted hammer, possibly wielded by a hero known as Lucerne, or perhaps that's where it was made, which may or may not have had to do with a land or king or deity called Swizaria, or Switzlund, or "something of that nature, I am most certain." "Oh," he had then added, "and pray thee bless it as well... thou dost know, that one where it explodes undead and what-not, so that I might smite things most explosively." Lodur's fierce demeanor, violent reputation, and sacks of gold begged quiet compliance, and so the dwarven arms-master simply nodded and sent the cleric on his way, promising the weapon in two months' time. The arm-master consulted with his clan's lore-master and sure enough, there *was* word of such a weapon: it came from a trader in Sigil by way of an exceptionally well-traveled plane- walker. The arms-master dutifully copied the weapon's function and form, working runes of power into its haft and head just as Lodur had asked for. When Lodur the Brave returned to the dwarven stronghold to pick up his new hammer, he found instead a spiked pole-arm whose use was forbidden by his religion. The cleric ranted and gnashed his teeth and swore up and down the halls of the clan before stomping off in disgust, leaving his payment and the somewhat inappropriately named "Lucerne Hammer" behind. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Disruption: all undead and outsiders struck must make a Fortitude save or be destroyed Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFHBHL Holy Swizarnian Hammer of Lucerne STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Disruption: all undead and outsiders struck must make a Fortitude save or be destroyed Spell Process: 25% chance of casting a variant Holy Smite on target with each successful hit Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFSRIM Life's Blood Drinker Life's Blood Drinker is a beautiful weapon to behold. The spear sports an eighteen inch head with a serrated blade fashioned from adamantine steel. Upon each face of the blade are small openings that appear to lead within the haft of the weapon. The blade is also etched with glowing silver runes. The haft of the weapon measures six feet in length. It is constructed of highly polished oak reinforced with mithril bands along its length. The haft is hollow. Life's Blood Drinker is vicious in combat. The spear is a wounding weapon (make a Fortitude save or suffer bleeding damage each round) and vampiric (make a Fortitude save or suffer 1d4 additional damage which is temporarily transferred to the wielder). The accuracy of the weapon has been enhanced as well. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Vampiric: 1d4+2 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 6 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 63HALBPB Pudu's Blight Captain Pudu, the Captain of the Guard of the Legion of the Chimera, is undoubtedly a master of overkill. Typical of half-goblins, Pudu felt the need to wield the largest weapon physically possible for the vertically challenged half-breeds, the halberd. Naturally, not satisfied with any ordinary halberd, Pudu commissioned for particularly nasty weapon enchantments on his weapon of choice. In line with the position Pudu held within the Legion of the Chimera, his new halberd, which he affectionately called Pudu's Blight, caused excessive fire damage on those who were unfortunate enough to be on the receiving end of the red glowing blade. In addition, the halberd has been known to stun the opponent, rendering the target unable to fend off Pudu's attack. An opponent that cannot fight back is indeed Pudu's favorite type of opponent - just don't tell that to Pudu. STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Flaming Burst: 50% chance each hit does +2d6 fire damage and 10% chance of+ 2d10 extra fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 63HFHBPB Pudu's Fiery Blight STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Stunning: 25% chance Save vs Fortitude or target is stunned for 1/2 combat round Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Spell Process: 5% chance of casting the spell Lower Resistance on target per hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed ZZM6UC Unholy Halberd of Chaos STATISTICS: Damage: 1d10 Enchantment: +2 Damage Type: Piercing Special: Unholy: +2d6 damage vs Good creatures Chaotic: +2d6 damage vs Lawful creatures Bane: +2 Attack Bonus vs Elves and +2d6+2 vs Elves Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed =============================================================================== Quarterstaffs =============================================================================== 00STAF01 Quarterstaff The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. Masterwork quarterstaffs are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF02 00CWSTAB Quarterstaff +1 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. Masterwork quarterstaffs are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAFDD Delnar's Delight Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. Unfortunately, his mother had a habit of interrupting him at crucial points during the enchantment process, often with disastrous results. Delnar's Delight is so named because of the lack of interruptions during its construction (and may well be the only item made by Delnar that functions as intended). This magical quarterstaff allows the user to cast Protection from Normal Missiles twice per day. The weapon is also enchanted for accuracy and enhanced damage. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast Protection from Normal Missiles twice per day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00HFSFDD Delnar's Lightning Stave STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Ball Lightning twice per day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF03 Staff of Nature's Wrath A particularly militant group of Silvanite druids created this iron-shod staff to mete out nature's punishment on those who defile forests and show disrespect towards druidic orders. Silvanites typically used the staff on priests of Malar and the other Gods of Fury. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spell Power: Can cast Entangle or Flame Strike Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF05 Staff of the Hanged Men's Glee This grim staff, of a most despicable repute, was originally carved from the wood of Dead Man's Tree: an ancient black willow that stood on the outskirts of a forgotten hamlet of the Moonshae's, from which criminals were hung. All manner of bandits, murderers, rapists, and other worthies were left dangling from its knotty limbs; and all to the delight of the grave-digger Mordigan. For Mordigan, a secret practitioner of the necromantic arts, saw ample opportunity in which to ply his trade. Interring the remains of the evil men within close proximity of the tree, Mordigan called upon the dark powers of the negative material to perform a baleful act upon the black willow. It was given a sort of semi- sentience, and the ability to feed upon the remains of those who had so recently swung from its branches. Black roots descended into rotting flesh; and alarmingly enough, the tortured visages of the slain began to appear in the twisted knots of the black willow's bole before its burning. But, to the surprise of the villagers, the potently ensorcelled staff carved by the hands of the evil Mordigan did indeed prove to be their undoing. And thus did the hanged men of Dead Man's Tree have their revenge. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Casts the spell Animate Dead 3/day Charisma: -2 Weight: 2 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF80 Bruiser Staff STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +5 Damage Type: Bludgeoning Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF81 Staff of Invisibility +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spell Power: Can cast wizard spell Invisibility 1/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF82 Staff of the Elements +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 25% chance +1d6 fire damage Frost: 25% chance +1d6 cold damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF83 Staff of the Defender +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF84 Dispelling Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF85 Spellward Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Spellward: Immunity to the spell Sleep Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF86 Phantom Staff + 5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Phantom: Projects a ghostly image of the weapon that can strike an opponent from a distance of up to 15 feet. Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF87 Staff of the Defender +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Deflection Bonus +3 Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF88 Incendiary Staff +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF89 Staff of Fireballs +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Spell Power: Can cast Fireball 2/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF90 Staff of Greater Spell Resistance +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Resistance: 3/- Magic Resistance Venom: +2 points of poison damage every second for 6 seconds (Fortitude save for none) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF91 Resilient Quarterstaff +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Hit Point Bonus: +15 to max hit points Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF92 Staff of Invisibility STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Spell Power: Can cast Invisibility 2/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF93 Mage Staff +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Intelligence: +1 Resistance: 1/- Magic Resistance Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF94 Staff of Corrosion STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Corrosion: 50% chance of +1d6 acid damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF95 Masterwork Quarterstaff STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF96 Quarterstaff +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF97 Quarterstaff +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF98 Quarterstaff +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF99 Quarterstaff +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 11STAFPI Phaen's Ironshod Staff Phaen's oaken staff is capped with two iron bands of iron at the top and bottom, the bottom band carved to resemble the hoof of a horse or satyr, while the top band has been carved into a snarling bear with a spiked collar. The staff carries a minor enchantment that allows the user to strike more accurately and allows the staff to harm creatures immune to normal weapons. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Considered a +1 weapon for purposes of hitting creatures Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 11HFSFPI Iron-Banded Staff STATISTICS: Damage: 1d6 + 3 Attack Bonus: +5 Enchantment: +3 Damage Type: Bludgeoning Special: Intelligence: +3 Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 12STAFWS Whispering Staff This ironwood staff was once held by the goblin sorcerer Caballus, and it still bears the stink of his touch. Trails of runes encircle the staff like snakes, and aside from a single minor rune of accuracy and another of wounding, the rest appear to be nonsense syllables and bunk. The staff is surprisingly light and well-balanced for its size, and it can be held easily in one hand. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: +1 to Move Silently skill 1% chance target is Silenced when struck Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: One-handed 12HFSFWS Caballus' Whispering Staff STATISTICS: Damage: 1d6 + 4 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: +5 to Move Silently skill Target is silenced upon successful hit (Will save negates) Spell Power: Can cast the spell Invisibility Sphere 1/day Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: One-handed 51HFSFRH Ryomaru's Harmless Tanuki Staff Ryomaru was one of the greatest spies and assassins of the Kumo clan of Kozakura in Kara-Tur, and his Harmless Staff is anything but. Most of its hollowed length consists of a series of compartments holding poisonous powders, spring-loaded darts, weighted chains, jutting spikes, entangling hooks, and various other concealed weapons. When used in combat there is always a chance that one or more of the staff's nasty little "tricks" will be sprung upon an unwary opponent. However, great care must be taken in its use - the weapon can easily harm the casual wielder. Ryomaru himself carried the staff on only three missions, eventually leaving it in the care of the Hojori Temple - a Kumo clan front - and moving on to even more cunning and dangerous weapons. When the renowned thief "Chicken" Wu Wei - so named for the falcon tattoo on his chest - burglarized the temple, the Kumo were quick to uncover his involvement and track him back to his homeland in Shou Lung. Wu Wei was forced to flee across the sea to escape their wrath, prompting the dispatch of three more bands of Kumo assassins: one to cross the Eastern Ocean to find Wu Wei, a second to slay the original group that had failed to catch him in Shou Lung, and a third to torture and then execute Wu Wei's every living relative. "Chicken" Wu Wei retired comfortably on the coast of the Western Heartlands, running a small tobacco shop and only occasionally thinking of his father in Shou Lung, a gambling drunkard who'd beaten Wu Wei's mother and only sister to death when he was a child. When the Kumo assassins at last caught up with Wu Wei, there was naught but a tombstone - the Daring Chicken had sold every last bit of stolen Kumo treasure and died a happy old man. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Three-Jade Mist: 20% chance of poisoning struck target (Fortitude save) 1% chance of poisoning wielder (Fortitude save) Flying Eight Darts: 10% chance of inflicting 1d4 Piercing damage Iron Octopus: 10% chance of inflicting 1d8 Bludgeoning damage 1% chance of inflicting 1d6 Bludgeoning damage on wielder Sage Closes Fan: 15% chance of inflicting 1d6 Piercing damage 1% chance of inflicting 1d4 Piercing damage on wielder Bothersome Child: 10% chance of stunning struck target (Fortitude save) Double Happiness: 10% chance of inflicting 1d6 Bludgeoning Damage Spitting Crone: 10% chance of inflicting 1d4 Acid damage 1% chance of inflicting 1d4 Acid damage on wielder Four Demon Hell Murder: 10% chance of casting Slay Living on struck target Morning Fog: 5% chance of +1 Armor Bonus (self, 2 combat rounds) 10% to Blind struck target (Fortitude save) 1% chance to Blind wielder (Fortitude save) Weight: 6 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 51STAFRH Ryomaru's Harmless Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Three-Jade Mist: 15% chance of poisoning struck target (Fortitude save) 1% chance of poisoning wielder (Fortitude save) Flying Eight Darts: 5% chance of inflicting 1d4 Piercing damage Iron Octopus: 5% chance of inflicting 1d8 Bludgeoning damage 1% chance of inflicting 1d6 Bludgeoning damage on wielder Sage Closes Fan: 10% chance of inflicting 1d6 Piercing damage 1% chance of inflicting 1d4 Piercing damage on wielder Bothersome Child: 5% chance of stunning struck target (Fortitude save) Double Happiness: 10% chance of inflicting 1d6 Bludgeoning Damage Spitting Crone: 5% chance of inflicting 1d4 Acid damage 1% chance of inflicting 1d4 Acid damage on wielder Four Demon Hell Murder: 1% chance of casting Slay Living on struck target Weight: 6 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed =============================================================================== Slings =============================================================================== 00SLNGCT Cat-tail This small leather sling has the embossed image of a cat on its back. It was crafted for a small, wily thief from Waterdeep named Pesker the Cat. The spry, energetic man kept the sling tucked into the back of his breeches wherever he went. To onlookers, it often appeared to be a small tail dancing behind him as he skipped along. When Pesker heard the image described to him, he decided to have the cat embossed on the sling's leather. Pesker had to flee enemies in Waterdeep in 1211 DR. He left most of his belongings behind, including this sling. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Dexterity: +1 bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00HFSGCT Nimble Cat-tail STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Dexterity: +3 bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNGSS Sparrow This leather sling has dyed patterns on its surface that resemble the feathers of a sparrow. It was owned and used by a priestess of Lathander named Galaida. She wandered the Western Heartlands of Faerun tending to the sick and troubled people that lived in those vast expanses of farmland. Though not a pacifist, Galaida disliked battle and sought to avoid it whenever possible. Her light mace and sling were her only two weapons against the bandits, ogres, and villains that occasionally reared their heads in the small villages she visited. Despite all of her goodwill and peaceful intentions, a band of adventurers eventually set an ambush for her in a barn. She was killed quickly and the adventurers escaped into the wilderness. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00HFSGSS Sun-kissed Sparrow STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Spell Power: Can cast the spell Cure Moderate Wounds 1/Day Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG01 Sling Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG02 Sling +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG88 Sling of Greater Resistance +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Resistance: 3/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 000SLNG8 Sling of Resistance +1 STATISTICS: Damage: +1 (missile damage) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG90 Sling of Pain +5 STATISTICS: Damage: +9 (missile) Attack Bonus: +5 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG91 Sling of Accuracy +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +7 Special: Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG92 Sling of Dexterity +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Special: Dexterity: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG93 Sling of the Defender +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Defending: +2 Deflection Bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG94 Sling of Spell Resistance STATISTICS: Special: Resistance: 1/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG95 Masterwork Sling STATISTICS: Attack Bonus: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG96 Sling +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG97 Sling +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG98 Sling +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG99 Sling +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 11HFSGLH Rol-Sayid's Left Hand of Darkness To the northeast of the great tree-town of Kuldahar lies the Vale of Shadows, a valley of crypts and tombs where Kresselack the Black Wolf is said to be buried. Almost thirty years past, a band of adventurers entered the Vale of Shadows and returned with many relics and treasures taken from the tombs there. Rol-Sayid's Left Hand of Darkness is one such item, though its true purpose was not realized when it was discovered. Considered nothing more than the cast-off bandage of a mummy, it had been used to wrap a gold necklace lying in one of the sarcophagi in the tombs. The necklace's wrapping was discarded as soon as the band of adventurers returned to Kuldahar, and as they cast it away, the adventurers joked that it could serve some little boy as a sling if need be. One of the children of Kuldahar was quick to pick up on this comment, and he kept the sling both for hunting and as a good luck charm for several years. It is not known if he knew if the wrapping was magical or not, and he attributed the accuracy of the stones cast from it as his own natural ability rather than that of the sling. In truth, Rol-Sayid's Left Hand of Darkness is one of the wrappings from the left hand of one of Kresselack's lieutenants, who had been resurrected as a mummy within the tomb of his lord and served as a guardian against trespassers. When a stone is placed within the wrapping and spun with great force, the stone will fly straight and true at an enemy. Furthermore, as long as the wrapping is held in the hand, the wielder is immune to diseases, both magical and mundane. STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Wielder is immune to Disease when equipped Spell Power: Can cast the spell Remove Disease 6/day Spell Power: Can cast the spell Symbol of Hopelessness 1/day Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 11SLNGLH The Left Hand of Darkness STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Wielder is immune to Disease when equipped Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed =============================================================================== Spears =============================================================================== 00CWSPEB Spear +1 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. This spear is slightly different though, as it has been imbued with certain magical properties. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER01 Spear STATISTICS: Damage: 1d8 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER02 Spear +1 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. This spear is slightly different though, as it has been imbued with certain magical properties. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER08 Spear of Sorrows Pergad the Red-Handed was a famous barbarian warrior near Silverymoon in the 11th century, Dale Reckoning. His tribe's battles against hordes of orcs, goblins, and hill giants are legendary throughout the north. Unfortunately for Pergad, the other tribes of the region decided to move south or settle in the cities of the north rather than fight against the seemingly endless waves of foes. Pergad's tribe, the Tribe of Dead Trees, was the last to make a stand. Though Pergad emerged victorious in a series of difficult battles, his tribe dwindled as quickly as the horde grew. At the Battle of Surbrin Shallows in 1014 DR, Pergad's tribe finally came to its end under cruel ogre clubs and giant-hurled rocks. Legend states that when Pergad finally realized that his tribe was doomed, he drove his trusted spear into the Surbrin riverbed, cursing all the goblins who crossed over the water that his people once thrived on. Orcish shamans claim that the spot where his spear penetrated the rock bled for days. A year later, two tribes of goblins were wiped out by a plague that spread among them after they settled in the Surbrin river valley. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER89 Spear of Stunning +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER90 Spear of Perpetual Bleeding +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER91 Lightning Spear STATISTICS: Damage: 1d8 Damage Type: Piercing Special: Shock: 50% chance +1d6 electric damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER92 Fiery Spear +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Penetration: Increases chance of scoring a critical hit Flame: +2d6 fire damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER93 Ice Spear +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Spell Power: Can cast Icelance 1/day Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER94 Spear of Wounding STATISTICS: Damage: 1d8 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER95 Masterwork Spear One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. This particular spear is of exceptional quality and was obviously made by a master weaponsmith. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER96 Spear +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER97 Spear +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER98 Spear +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER99 Spear +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPERIM Impaler Impaler is a beautiful weapon to behold. The spear sports an eighteen inch head with a serrated blade fashioned from adamantine steel. Upon each face of the blade are small openings that appear to lead within the haft of the weapon. The blade is also etched with glowing silver runes. The haft of the weapon measures six feet in length. It is constructed of highly polished oak reinforced with mithril bands along its length. The haft is hollow. Impaler is vicious in combat. The spear is a wounding weapon (make a Fortitude save or suffer bleeding damage each round) and vampiric (make a Fortitude save or suffer 1d4 additional damage which is temporarily transferred to the wielder). The accuracy of the weapon has been enhanced as well. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 6 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 11HFSRNP Twelve Paces This long spear is made of a thick shaft of oak, and it looks like it has been used extensively in hunting arctic boars. It bears numerous sigils and runes along its haft to help it strike straight and true, and when held in a life or death situation, the spear can lash out at an opponent up to five lengths from the wielder, taking the victim down before they can even enter close combat. STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Reach of 5 lengths, rather than 2 Spell Power: Can cast Lance of Disruption 3/day Spell Power: Can cast Lower Resistance 3/day Weight: 7 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 11SPERNP Nine Paces STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Piercing Special: Reach of 3 lengths, rather than 2. For the purposes of hitting enchanted creatures this weapon is considered +1 weapon Weight: 7 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 50HFSRKS Kyosti's Hunting Spear Kyosti spent many moons working with the artisans of the Wandering Village in the creation of this enchanted hunter's spear. Like the man himself, though the weapon is bereft of extravagant ornamentation it always flies straight and true. Some say that the weapon actually seeks the heart of its target... STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: +1d8 piercing damage and 33% chance of inflicting +1d10 extra piercing damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 50SPERKS Kyosti's Spear STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Piercing Special: +1d6 piercing damage and 10% chance of +1d10 extra piercing damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed =============================================================================== Swords =============================================================================== 00ARMBL2 Armageddon Blade 2002 The Armageddon Blade 2002 is the new and improved version of the Armageddon Blade of the Critical Path Tester. This sword basically does the same stuff as the other one - only in the 3E rule-set. *Not to be used to test play balancing. Failure to comply will result in an alien abduction and intensive probing by cold instruments. 00CWDRI2 Longsword +1 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the longsword has a single-edged blade. There is no single version of the longsword; 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 longswords 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 longswords have a double-edged blade and a sharp point at the tip. Despite the tip, the longsword is designed for slashing, not thrusting. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00CWSKX1 Greatsword of the Soulless +5 The Slayer Knights of Xvim are considered one of the deadliest warriors in any kingdom. One of the things that makes them so deadly, besides being demon kin, is their skill with their specially forged greatswords; the Greatsword of the Soulless. Being the common weapon of knights, the primary function of greatswords is cleaving mounted knights and breaking up pike formations. However, in the efficient hands of a Slayer Knight of Xvim, this particular greatsword will cleave through the bodies of their targets, and literally suck out the target's lifeblood. The Greatsword of the Soulless is the primary weapon of the Slayer Knights of Xvim. STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Vampiric: 2d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00CWSWDB Masterwork Longsword STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00CWSWDC Longsword +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00CWSWDE Masterwork Bastard Sword Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the greatsword and the longsword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Slashing Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00CWSWDF Bastard Sword +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00CWSWDH Masterwork Short Sword The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00CWSWDI Short Sword +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00CWSWDK Masterwork Greatsword STATISTICS: Damage: 2d6 Attack Bonus: +1 Damage Type: Slashing Weight: 15 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00CWSWDL Greatsword +1 The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of greatswords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00CWWIT2 Wight's Blade Barrow wights are distinguished from other, lesser wights in numerous ways. Perhaps most important to the typical adventurer is that the barrow wight generally prefers to wield whatever weapon it carried in life rather than using its life-draining touch in battle. However, in rare instances the seething hatred and unnatural power of a barrow wight somehow seeps into the weapon it carries. Such items can be especially dangerous as the wight's curse is added to whatever enchantments the weapon may already possess. This is one such blade. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Process: 66% chance of casting Bane on target Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDBBS Bastard's Son The great warlord of the North, Kresselack the Black Wolf, is said to have sired many children during his long reign, and so it came that one of these, a sickly young man by the name of Thomas, sought out his father after his mother died and bequeathed an ugly sword of iron to Thomas in her legacy. Upon the blade was inscribed "Know thy family," and Thomas took the motto to heart. Bolstered by the sword and his mother's loss, he became determined to find Kresselack - whether out of a need for a new family to belong to or to take revenge on Kresselack for abandoning his mother, it is not known. When he found the Black Wolf, Kresselack spurned the young man, claiming that the sickly and weak-looking Thomas shared no blood with him, then ordered him beaten and left beneath the shadow of Kelvin's Cairn to die. After two days in the freezing cold, Thomas was rescued by a tribe of Uthgart barbarians fleeing Kresselack's army. Nursing the man back to health, the barbarians adopted Thomas into their tribe and he eventually became one of their greatest hunters. When he passed away from winter chill many years later, he left his sword to his youngest son to help him find his way in the world. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00HFSBBS Know Thy Family STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDBRC Rage of Chaos This weapon is a sight to behold. The blade is crafted of red-gold with a silver edge. The guard is finely polished platinum, and the wire wound hilt is crafted of black adamantine. When drawn, the blade radiates a rainbow of colors. This weapon has been considered both a curse and a blessing by those who wield it. Against lawful creatures it does devastating damage and attacks are made with an uncanny accuracy. Rage of Chaos has been known to turn the tide in many a battle. Unfortunately, the wielder loses control of his or her faculties and flies into a berserk rage upon drawing the weapon. The blade is also believed to be cursed. Once held, it cannot be relinquished. The history of Rage of Chaos is unknown. The weapon has appeared throughout the realms in various battles over the centuries only to be lost once again. STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: Once equipped can only be removed by a Remove Curse spell Berserk: During battle, user may become berserk Chaotic: +2d6 damage to lawful creatures Weight: 8 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: Two-handed 00HFSBRC Order's Nemesis STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Cursed: Once equipped, can only be removed by a Remove Curse spell Berserk: During battle, user may become berserk Chaotic: +2d6 damage to lawful creatures Spellward: Immunity to the spells, Sleep, Power Word: Sleep, Hold Person, Cloak of Fear and Dire Charm Weight: 8 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: Two-handed 00SWDBWR Wroth "It was during Borab the Reaver's sacking of the Blue Citadel that Alemis Peacemaker - youngest son of Earl Marimor Peacemaker, lord of the Blue Citadel - stole into the locked vault his father had thought so well-hidden. There, alone in the cavernous chamber, were Wroth, Hateful, and Furious - the dread sword, axe, and armor of Hurom, ancient ancestor of Alemis, once known as the Bloody Juggernaut before he broke his cursed iron's spell and took the Peacemaker name." "Alemis, a mere boy, donned the fell armor and took Wroth and Hateful in hand. Alone he cut his way through Borab's motley horde of humanoid raiders until he faced the towering half-giant himself, hacking him down and scattering his army to the wind. His family - father, mother, brothers and sisters alike - had all died by then, but Alemis no longer cared. He stalked the realms, eyes ablaze with madness, slaying monsters and brigands wherever he found them. But as the years passed and Alemis found no more of such wheat to thresh, he took to turning his thirsting blades on all who crossed his path... and so, once more, the Bloody Juggernaut had returned." -- from "Master Pelib's Bedtime Tales" This heavy, unadorned bastard sword of dull gray steel is a cursed thing, only showing its true form when the wielder is wounded in battle. It is then that the hilt sprouts crimson tendrils that bury themselves in the wielder's forearm; drinking his or her blood, the demon-sword opens the three glaring eyes along its twisting, dripping blade and drives the wielder mad with lust for bloodshed. Should a warrior carry Wroth along with its brothers Hateful and Furious, his or her soul would be lost to the hell-forged arms and armor. To wield even Wroth alone might be construed as insanity... but there will always be those for whom it may be just the weapon they're looking for. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Cursed: Can only be unequipped with a Remove Curse spell Wrathful Blood: 25% of casting Blood Rage on the wielder each time he or she is wounded (melee only) Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00HFSBWR Bloody Wroth STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 bonus Enchantment: +3 Damage Type: Slashing Special: Cursed: Can only be unequipped with a Remove Curse spell Wrathful Blood: 66% of casting Blood Rage on the wielder each time he or she is wounded Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDCCS Caernach's Sickle The arch-druid Caernach was known to carry a good many enchanted items, most of which he crafted with his own hands. Most famous were his boots, "Breath-of- Life," which left flowers and tiny saplings sprouting from the earth where Caernach strode. Still, the arch-druid's "lesser possessions" were nothing to scoff at - take, for instance, his silver sickle, fashioned to gather sacred mistletoe and the heads of enemies alike. This unusual weapon is actually a cross between a sickle and a proper sword, resembling a scimitar more than anything else. Both the oaken haft and silver blade are engraved with decorative swirls and patterns. Once per day the sickle may be used to scratch a small circle into the earth; digging in the spot so marked will reveal a handful of healing berries just beneath the soil's surface. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Power: Can cast the spell Goodberry 1/day Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00HFSCCS Caernach's Silver Sickle STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Spell Power: Can cast the spell Goodberry 1/day Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDTCL Cleaver Cleaver is not a fancy weapon. It was crafted with a single purpose in mind: the felling of ones enemies. The four foot blade is crafted of plain steel. The hilt and guard are unadorned and purely functional. Overall, Cleaver appears cheap and inconsequential. The true beauty of Cleaver is discovered in battle. Despite its large size, the weapon is surprisingly light and easy to wield. The enchanted blade bypasses all armor and strikes directly at the life force of its target. Unfortunately, it is incapable of affecting any creature without said life force. Therefore, undead and constructs are immune. Cleaver was originally crafted for Dwelnar the Pious, a warrior who aspired to become a paladin. He demanded that the blade be plain and unobtrusive, reflecting his own humility. Only in battle would the weapon show its worth. Unfortunately his enemies soon learned the nature of the blade and unleashed a horde of undead against him. Dwelnar quickly fell in battle and the sword was lost. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: slashing Special: Brilliant Energy: All attacks ignore targets shield and armor bonuses Weight: 10 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00HFSTCL 00HFSDTC Dwelnar's Folly STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: slashing Special: Brilliant Energy: All attacks ignore target's shield and armor bonuses Weight: 10 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDLDB Death's Bane Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. Unfortunately, his mother had a habit of interrupting him at crucial points during the enchantment process, often with disastrous results. Death's Bane is another botched attempt by Delnar to construct something of use. This weapon is truly an enigma. When used in battle it does little to no damage, instead healing the intended target. However, the healing is miniscule at best and hardly worth the effort required to swing the blade. In any case, it has been given the name 'Death's Bane' because of its inability to slay a target. What purpose Delnar originally intended this weapon to serve is unknown. There are some who argue that it functions as intended, while others laugh at the absurdity of this. STATISTICS: Damage: None Attack Bonus: -4 Damage Type: None Special: Heals 1d4 points of damage per hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00HFSLDB Delnar's Healing Blade STATISTICS: Damage: None Attack Bonus: +1 Enchantment: +5 Damage Type: None Special: Heals 2d4 points of damage per hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDLDY Dykhast Longsword Ancient dwarven legends tell of a time when the noblest of metals was not dwarven steel, nor meteoric iron, nor mithril, but dykhast - an alloy so strong that a blade's edge would never dull with toil or battle, and with a surface so perfect and gleaming that its shimmering surface could be seen a dragon's flight away. The oldest of dwarves speak of dykhast blades with tears of fond remembrance in their eyes, and callously spit at the mention of the "sundry weak and piddling'" metals that today's arms and armor are fashioned from. There are rumors, though, of an ancient and secret temple called Chogoh Kyn - it is there, the tales say, that blades of dykhast are still made in the fashion of days long past. The price may be high, but for the true connoisseur, there is no matching the glory, the perfection, the utter joy... of dykhast. STATISTICS: Damage: 1d8 + 4 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Blade of Gleaming Dykhast: 1% chance to blind target (Fortitude save negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00HFSLDY Sword of Gleaming Dykhast STATISTICS: Damage: 1d8 + 6 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Blade of Gleaming Dykhast: 5% chance to blind target (Fortitude save negates) Weight: 6 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDSLS Lolth's Sting Blades such as this are often gifts to capable assassins in the service of Lolth. The entire weapon is as black as pitch and reflects no light; its grip is textured with a delicate web pattern while hundreds of tiny spiders are engraved along the two-foot blade. The short sword's dark magic not only protects the wielder from the effects of magical webs, but can entangle a target with webs of its own as well. An assassin typically uses the weapon to seal a target in a cocoon of silk, stepping away from their thrashing foe to complete the murder with a poisoned dart or wrist-crossbow bolt. Such weapons have also helped many a would-be assassin flee from something that they've backstabbed but failed to kill with a single blow. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Lolth's Blessing: Immunity to Web spells Lolth's Curse: 33% chance to Web target Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFSSLS Lolth's Cruel Sting STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Lolth's Blessing: Immunity to Web spells Lolth's Curse: 33% chance to Poison and Web target Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDSSK Silentkiller The story of Silentkiller is a common tale that may, or may not, be true. The story tells of two brothers who vied for the attention, and throne, of their ailing father. When the elder brother was named king by his dying sire, the younger was furious and vowed to take the throne as his own. To this end he commissioned the making of Silentkiller to aid him in his brother's murder. Many such tales exist throughout the realms and history. Who is to say if they are fact or fiction? In any case, Silentkiller is indeed a weapon of assassination. The blade grants its wielder the ability to blend into the shadows and move as quiet as a cat stalking its prey. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Move Silently: +2 Hide: +2 Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFSSSK Assassin's Blade STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Move Silently: +4 Hide: +4 Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDSTD Thy-Dunag Blade "Thy-Dunag" is an expression used in the distant realms of Kara-Tur to signify "more respect than is due," and this expression has been inscribed upon the hilt of this sword so that it may be seen even while the blade is sheathed. This blade was reputedly given to a local warlord who sought to challenge the shogun, but the shogun was so contemptuous of the warlord's pretensions of being a threat that he invited him to his court and gave him the blade to both insult the man and as a warning for him to know his place. When drawn, this short, silvered blade has a broad base that tapers to a sharp point, but despite its apparent lightness, it is actually quite heavy. It always looks like it is standing at attention and it has a curious way of drawing the eye in combat, unbalancing and distracting any opponents it meets in combat. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +2 Enchantment: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFSSTD Shame of Thy-Dunag STATISTICS: Damage: 1d6 + 3 Attack Bonus: +5 Enchantment: +3 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDB01 Bastard Sword STATISTICS: Damage: 1d10 Damage Type: Slashing Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB02 Masterwork Bastard Sword STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Slashing Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB03 Bastard Sword +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB86 Bastard Sword +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB87 Bastard Sword +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB88 Bastard Sword +3 STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB89 Bastard Sword +2 STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB91 Icy Bastard Sword +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: +1d6 Cold damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB92 Static Bastard Sword STATISTICS: Damage: 1d10 Damage Type: Slashing Special: Shock: 50% chance +1d6 electrical damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB93 Bastard Sword of Heroism STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Keen: Increases chance of scoring a critical hit Slashing: +3d6 Slashing damage Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB94 Miasmic Bastard Sword STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Venom: +2 points of poison damage every second for 6 seconds (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save for none) Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB95 Bastard Sword of Wrath STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Strength: +2 Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB96 Bastard Sword +3: Cold Fire STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Frost: +1d6 Cold damage Flame: +1d6 Fire damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB97 Bastard Sword +2: Black Adder STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Keen: Increases chance of scoring a critical hit Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB98 Bastard Sword of Frost +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: +1d6 Cold damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB99 Fang This uniquely made Bastard Sword is imbued with an ever present supply of acidic venom. While not poisonous, the venom will burn upon contact if it contacts directly with flesh. STATISTICS: Damage: 1d10 Damage Type: Slashing Special: Corrosiion: 25% chance +1d3 acid damage Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDC01 Scimitar The scimitar is closely related to the sabre, a single edged curved sword with protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown however they have been very popular in the southern region of the Forgotten Realms. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC87 Scimitar of Acid +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC88 Scimitar of the Defender +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Deflection Bonus: +1 Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC89 Scimitar of Entanglement STATISTICS: Damage: 1d6 Damage Type: Slashing Special: Spell Power: Can cast the spell Entangle 1/day Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC90 Scimitar: Blood Trails STATISTICS: Damage: 1d6 Enchantment: +5 Damage Type: Slashing Special: Wounding: Inflicts 5 additional points of damage per round for 10 rounds (Fortitude negates) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Slashing: +1d6 slashing damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC91 Scimitar of Defense +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Deflection Bonus: +3 Shock: +2d6 electrical damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC92 Scimitar of Hell's Fire STATISTICS: Damage: 1d6 Enchantment: +5 Damage Type: Slashing Special: Flame: +3d6 fire damage Resistance: 1/- Magic Resistance Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC93 Scimitar+4: Ichor STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC94 Masterwork Scimitar STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC95 Scimitar +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC96 Scimitar +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC97 Scimitar +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC98 Scimitar +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC99 Scimitar +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL01 Longsword STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL02 Masterwork Longsword STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL03 Longsword +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL04 Longsword +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: +1 cold damage Weight: 3 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL07 The Sword of Myrloch Vale It is believed that fae creatures helped create this beautiful sword, and legends say that it was forged in the cool depths of Myrloch, the large lake at the center of Gwynneth in the Moonshaes. The weapon has an unearthly look to it, and it is believed to be quite old. The only individual known to have carried the weapon was a half-elven bard named Daen Winterbrush. It is said by some that after he found the sword, quite by accident, that he was blessed with exceptional creativity and powerful sensitivity to the world around him. He traveled for forty years and is known for some of the most unique, haunting melodies in Faerun. It is believed that Daen eventually became too melancholy at the sights of misery and oppression that he encountered in his travels, and that the fae smiths of the Moonshae Isles welcomed him into the breast of Myrloch. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special Knowledge (Arcana): +20 bonus Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL09 Moonblade of Selune The blade of this sword is constructed of a pale white material. It is slightly translucent and appears to glow in dim light. The edge of the blade appears dull and unable to cut even the softest of materials. When used in combat, however, a moonblade is a formidable weapon.A moonblade bypasses armor and strikes at a target directly. The weapon drains life force and leaves no visible wounds, unless the creature is undead. Undead suffer terrible wounds from a moonblade. Their substance actually seems to boil away, and they suffer double damage. Moonblade's of Selune are the favored weapons of the priestesses of Selune. They are usually granted only to priestesses who serve the church beyond the call of duty. This weapon was given to Emma Moonblade for her unswerving dedication to the church. Due to the nature of the blade, this blade cannot be used as a sneak attack weapon. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +4 Damage Type: Magic (does not allow Strength damage) Special: Double damage to undead Weight: 2 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL80 Stunning Longsword +2 STATISTICS: Damage: 1D8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL81 Corrosive Frost Longsword +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Frost: 25% chance +1d6 cold damage Corrosion: 25% chance +1d6 acid damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL82 Longsword of Wounding +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL83 Longsword of Electric Fire +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Flame: 25% chance +1d6 fire damage Shock: 25% chance +1d6 electric damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL84 Spellward Longsword STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spellward: Immune to the effects of Charm Person Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL85 Venomous Longsword STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL86 Longsword +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL87 Longsword +4 STATISTICS: Damage: 1D8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL88 Longsword +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL89 Bhaal's Fire STATISTICS: Damage: 1d8 + 3 (+2d4 fire) Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: 15% chance target is Stunned Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL90 Flaming Sword of the Defender +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Defending: +3 Deflection Bonus Flame: +1d6 fire damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL91 Stunning Longsword of Corrosion +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Corrosion: 50% chance of +2d6 acid damage Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL92 Longsword of Acidic Fury STATISTICS: Damage: 1d8 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL93 Longsword of Frost +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost: +1d6 cold damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL94 Vampiric Longsword +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL95 Longsword of Speed +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Damage Type: Slashing Special: Speed: 1 additional attack per combat round Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL96 Longsword +1: Bloodletting STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL97 Lightning Longsword +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Shock: 50% chance of +1d6 electrical damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL98 Longsword of Resistance +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Resistance: 1/- Magic Resistance Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL99 Vampiric Long Sword STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDS01 Short Sword STATISTICS: Damage: 1d6 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS02 Masterwork Short Sword STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS03 Short Sword +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS04 Short Sword +2 'The Whistling Sword' Amidst the plains of the Eastern Shaar there lived a small human blacksmith, whose nearly dwarven height did not do his soul justice. Though a skilled weaponsmith, his true gift was his ability to whistle a heartfelt song that could cause a grown man to cry like a newborn. Only a reclusive mage shared and enjoyed time with the diminutive man, however, as others could only see his small size as a source of amusement. Deaf to the smith's song because of their own prejudices, their ridicule slowly grew into cruel torment which eventually persuaded the light-hearted man to leave his home forever. Before he left he forged this weapon as a gift for his one friend, who also enchanted it during the making. Thus the blade sweetly whistles to its wielder when unsheathed. It was not long after that the mage also deserted the small town in disgust, taking the sword with him on his journeys. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 2 lb Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS05 Short Sword of Backstabbing 'The Shadow's Blade' The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long. STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS85 Reflective Short Sword +1 STATISTICS: Damage: 1d6+1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast the spell, Minor Mirror Image 1/day Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS86 Wounding Sword of Shadows +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Shadowed: +2 to Hide skill Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS87 Short Sword of Sanctuary +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast the spell Sanctuary 1/day Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS88 Short Sword +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS89 Short Sword +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS90 Short Sword +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS91 Sure Striking Short Sword +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS92 Frostblade STATISTICS: Damage: 1d6 Damage Type: Piercing Special: Frost: 50% chance +1d6 cold damage Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS93 Vampiric Short Sword STATISTICS: Damage: 1d6 Damage Type: Piercing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS94 Charged Short Sword of Wounding +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Shocking Burst: +2d6 electric damage and 10% chance of +2d10 extra electric damage Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS95 Brilliant Short Sword +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Brilliant Energy: All attacks ignore targets shield and armor bonuses Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS96 Short Sword of Flurry +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Speed: 1 additional attack per combat round Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS97 Bleeding Short Sword +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Wounding: Inflicts 2 additional points of damage per round for 10 rounds (Fortitude negates) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS98 Short Sword of Stealth +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Shadowed: +4 to Hide skill Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS99 Short Sword of Shadows STATISTICS: Damage: 1d6 Damage Type: Piercing Special: Shadowed: +2 to Hide skill Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDT01 Greatsword The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of greatswords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 2d6 Damage Type: Slashing Weight: 15 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT02 Masterwork Greatsword STATISTICS: Damage: 2d6 Attack Bonus: +1 Damage Type: Slashing Weight: 15 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT03 Greatsword +1 The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of greatswords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT86 Greatsword +5 STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT87 Greatsword +4 STATISTICS: Damage: 2d6 + 4 Attack Bonus: +4 Enchanment: +4 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT88 Greatsword +3 STATISTICS: Damage: 2d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT89 Greatsword +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT90 Blessed Greatsword +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Power: Can cast the spell Bless 1/day Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT91 Greatsword of Flame +1 STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Flame: 50% chance +1d6 fire damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT92 Sure Strike Greatsword STATISTICS: Damage: 2d6 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT93 Greatsword of the Soulless +5 The Slayer Knights of Xvim are considered one of the deadliest warriors in any kingdom. One of the things that makes them so deadly, besides being demon kin, is their skill with their specially forged greatswords; the Greatsword of the Soulless. Being the common weapon of knights, the primary function of greatswords is cleaving mounted knights and breaking up pike formations. However, in the efficient hands of a Slayer Knight of Xvim, this particular greatsword will cleave through the bodies of their targets, and literally suck out the target's lifeblood. The Greatsword of the Soulless is the primary weapon of the Slayer Knights of Xvim. STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Vampiric: 2d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT94 Greatsword of Rage +5 STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 Slashing damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT95 Greatsword of Righteousness +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Holy: +2d6 damage to evil creatures Lawful: +2d6 damage to chaotic creatures Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed Minimum Strength of 18 Required 00SWDT96 Greatsword of Virtue STATISTICS: Damage: 2d6 Enchantment: +5 Damage Type: Slashing Special: Lawful: +2d6 damage to chaotic creatures Holy: +2d6 damage to evil creatures Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: +1d6 fire damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT97 Greatsword: Frost Defender STATISTICS: Damage: 2d6 Enchantment: +5 Damage Type: Slashing Special: Deflection Bonus: +3 Frost: +2d6 cold damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed Minimum Strength of 16 Required 00SWDT98 Greatsword of Flame +3 STATISTICS: Damage: 2d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Flame: +1d6 fire damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT99 Greatsword of the Defender STATISTICS: Damage: 2d6 Damage Type: Slashing Special: Deflection Bonus: +1 Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed Minimum Strength of 18 Required 11HFDGGH Goblin Slayer This pearl-handled dagger was crafted by the enchantress Elytharra as protection against the frequent goblin raids that plague Icewind Dale. It looks more like a fine, familiar hunting knife than a weapon of war, but its keen edge bites deep into goblin hide. Elytharra claims to have only used the knife only on a small number of occasions. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Slays goblins instantly Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 11SWDLHE Heart of You have no idea where this dwarven-forged blade came from, but clearly etched on its blade is "." You're sure you've never seen it before, yet it feels strangely familiar when you hold it in your hand. The blade looks several generations old and bears numerous nicks and scratches, and radiates a faint chill. You have no idea how it came to bear your name. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Special: Resistance: 1/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 11HFSLHE Golden Heart of You have no idea where this dwarven-forged blade came from, but clearly etched on its blade is . You're sure you've never seen it before, yet it feels strangely familiar when you hold it in your hand. The blade looks several generations old and bears numerous nicks and scratches, and radiates a faint chill. This sword was left behind by a previous party when they retook the Severed Hand from the forces of the Chimera, and it has been empowered with all of their wealth and experiences. It was intended for you to aid you in slaughtering your way through the legions. STATISTICS: Damage: 1d8 + 5 Attack Bonus: + 5 Enchantment: +5 Damage Type: Slashing Special: Strength: +2 Dexterity: +2 Hit Point Bonus: +25 Maximum Hit Points Constant Effect: Freedom of Movement while equipped Constant Effect: Haste while equipped Weight: 1 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 11HFSTWS Saga of Wandering Sky The saga of Wandering Sky is a tale of hearth and home told by many skalds of the North. The tale exemplifies the persistence and strength of the barbarian spirit. When the legions of Arakon the Arch-Mage swept across Icewind Dale, the Tribe of the Bear was among the first of the tribes to meet his assault. Overwhelmed by the superior forces, the barbarians fought bravely, but they were no match for Arakon's forces. One of the tribe's eldest hunters and warriors, Hreidgar, was knocked unconscious during the battle, and he awoke to the sky tearing at his face and the remains of his fellows around him. Of his wife and children, there was no trace, and without a word, Hreidgar took up his great sword and followed the path of Arakon's army, determined to reclaim them and avenge the fallen. Hreidgar was among the first to pledge his blade to the barbarian shaman Jerrod when he united the tribes against Arakon, and he served tirelessly in the great battles ahead, even on the darkest day when Arakon unleashed armies of the hells against Jerrod and the tribes. In every battle, Hreidgar and his greatsword were as one, howling like the wind as he drove his enemies back... and to their deaths. But when Arakon was at last defeated, no trace of Hreidgar's wife and child were to be found. Hreidgar continued his search, and his journey of many years is said to have taken him across the great cliffs of the Reghed Glacier during the Season of Raining Spears, upon the Sea of Moving Ice where he sailed with the Tribe of the Great Whale and fought slavers from the south, and then to his final destination, the small town of Enholm's Point, where he stood with the handful of the town's defenders against the army of Kresselack the Black Wolf. It is said Hreidgar fought so fiercely that Kresselack conceded the field in honor of the warrior - but not before striking the fatal blow that would end the warrior's life. Bleeding from numerous wounds, Hreidgar is said to have wandered north from Enholm's Point, traveling for many miles before collapsing to his knees. With the last of his strength, the old warrior plunged his blade into the ice and said he had finally found what he had been seeking. "Let the sky wander," he proclaimed, "for my travels are done." When the townsfolk of Enholm's Point returned the next day to carry his body away, they found Hreidgar, but his blade had vanished. It is said that the blade now wanders as the sky wanders, finding its way to others with long journeys before them... and guiding them to their final destination, whatever it may be. STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Target is under the effects of the spell Doom upon successful hit Spellward: Wielder is immune to the spell Slay Living, Harm, and Finger of Death Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 11SWDTWS Wandering Sky STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Power: Can cast Doom once Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 50DAGGLT Lamia's Tongue This wicked-looking throwing knife is part of a set of items once belonging to Suhailah el Khaba - the Black Lamia - an infamous sell-sword from Calimport. The unverified rumors regarding her final fate are many, running the gamut from "imprisoned beneath the earth by a vengeful wizard whose niece she'd murdered" to "fell in love with a nobleman from Thay and went into hiding." What is known for certain is that the murderous woman is long gone and her belongings have been found scattered here and there throughout the realms ever since. Forged of dull black steel, the blade is engraved in the fashion of a barbed tongue while the handle is textured with minute scales. Because the enchanted dagger whips back to the thrower's hand once it has struck a solid object, its barbs can do horrendous damage to a target. Many a bravo were felled by the Lamia's Tongue before coming within ten paces of her, their last breaths escaping through a burbling, crimson hole in their throats. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Barbed: +1d6 additional slashing damage Returning: Returns to wielder Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 50HFDGLT The Black Lamia's Tongue STATISTICS: Damage: 1d4+2 Attack Bonus: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Barbed: 1d6 additional slashing damage Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Returning: Returns to wielder Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 50HFSLWB Barrow Wight's Blade STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Spell Process: Target under the effects of the spell Bane upon successful hit (Will negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 50SWDLWB Wight's Blade STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Process: 66% chance of casting Bane on target Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 60HFSLHA Light of Cera Sumat The holy avenger is the paladin's ultimate weapon against the forces of evil. There are few creatures on the Lower Planes that would not hesitate to confront a holy warrior wielding such a weapon... and this one, perhaps more so than others. Once, it was nothing more than a simple iron sword, but through the courage and faith of one man, it became something more. The blade of this holy avenger glows with a soft golden light. Inscribed upon the hilt in flowing gold letters is "Cera Sumat," which translates into "Six, now Silenced." Cera Sumat earned its name through the labors of elderly duke Kholsa Ehld, a man cresting nearly eighty years of age, who vowed to complete a task that the greatest warriors of three kingdoms feared to do... all because of the weeping of a child. The times in which Old Duke Ehld lived were ones of great upheaval, and the servitors of Bane were strong, crushing all that stood in their way. Entire kingdoms feared their wrath, and to speak out against them meant death, so many remained silent and turned their eyes from the evils of Bane and his servants. During these dark times, the most terrible of Bane's minions were six who called themselves the Lost Followers. Their souls were storms of avarice and hate, and mighty were the powers at their command. They reveled in strife and tyranny... and for all the blood they shed, it was never enough. Together, the Lost Followers brought about the downfall of the Silver Court, slaying its king upon his throne and renaming his once-beautiful nation the Barbed Kingdom. After animating his decapitated corpse and having it march through the streets slaying anyone it could find, they brought a rain of fire down upon the city and the lands around, leaving it a barren wasteland. It is said that they dined in the capital's great hall that night as the land burned, and they raised their wine glasses as the screams of the dying reached their peak. There was only one survivor. In their last act of malice, the Lost Followers left the king's only daughter, barely five years old, alive to reign as "Queen" over the burned kingdom. They called her the Weeping Queen and cast wards about her so that she might never leave the empty capital, and then left her to starve. Their appetite momentarily slaked, the Lost Followers parted ways and went upon their separate roads of damnation, sowing strife in the Bane's Name. Old Duke Ehld was the first one to cross the wards of the Barbed Kingdom and seek out the Weeping Queen upon her father's throne. When he found the small girl, he approached, kneeled before her, and told her he had come to pledge his life in her service. In stiff, formal words, he said he had brought food and water and apologized for his lateness, but his bones were old and it had taken him some time to reach this place. The near-starving child stared at him as he pledged his worn blade and his honor to seeing that the ones who had done this terrible crime answered for their actions, if his Queen wished it. After a long, stunned silence, the Weeping Queen found the words to thank him. From the moment Ehld left the throne room in search of the Lost Followers, the weeping of the queen ended, and she never wept again. Over six years, Ehld traveled the lands of Faerun and across the planes themselves, seeking the Six, and asking them to answer for their crimes. Each scoffed at the old man and his worn-looking blade, only to find him a dangerous opponent... and in the end, the victor. He recorded the events of their death upon a stone set into the pommel of his blade, and there was even regret in his writings that he had not been able to enlighten the Lost Followers to turn from their path before it came to its end. When the last of the Six had answered for their crimes upon the edge of the Cera Sumat blade, Ehld returned to the Weeping Queen and laid the blade at her feet. Where once it had been a tarnished blade, it shone as brightly as the sun, and the stone in the pommel was covered with the writing of his journeys. He detached the stone, and set into a chain, and he gave the Weeping Queen. Ehld told her to keep the chain to wear as a reminder of the many evils of the world and that they are never far from one's heart... but if one's heart is true and one's path is righteous, one may triumph against any number of evils. Duke Ehld outlived his queen, living to the age of 107, at which point Ehld took his Cera Sumat and left the Barbed Kingdom... and is said to have traveled north. In time, the Barbed Kingdom rose to its former glory and its name was changed, and with it, the fate of Cera Sumat and the Medallion of the Lost Followers was forgotten... until your arrival in Kuldahar and the medallion and the Holy Avenger were united once again to meet the Lost Followers in battle one final time. But the story of Ehld and Cera Sumat was a story of another time, and of the adventures of another hero. This is now your time, and your epic. If your band counts a paladin among its number, then this ancient blade is yours to wield against the forces of evil... And perhaps, if your heart is true, save a land from destruction once again. STATISTICS: Damage: 1d8 + 10 Attack Bonus: +10 Enchantment: +5 Damage Type: Slashing Special: Holy: +2d6 against evil creatures. Resistance: +30 Spell Resistance Spell Power: Can cast the spell Dispel Magic, No Limit per Day Weight: 5 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 60SWDLHA "Cera Sumat," Holy Avenger STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Holy: +2d6 against evil creatures. Resistance: +15 Spell Resistance Spell Power: Can cast the spell Dispel Magic, No Limit per Day Weight: 5 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 63HFSCSS Scimitar of the Soulless +5 In honor of Iyachtu Xvim, Madae had one of her most skilled weapon smiths create a replica of Iyachtu Xvim's scimitar, the Scimitar of Souls, and called it the Scimitar of the Soulless. When it was complete, she had it put into the hands of Iyachtu Xvim's statue, in the hopes that if one day Iyachtu Xvim materialized as one of his avatars, he would use the weapon she had made for him in battle. The mainstay weapon of Iyachtu Xvim, the Scimitar of Souls has the power to literally suck the life out from its victims, as does this replica. Its large, black polished blade is serrated on the back side of its curve, wraps around the lethal tip, and etches its jagged way one quarter the blade's length down the sharpened side. The brutal looks and size of the finely forged Scimitar of the Soulless compliments Iyachtu Xvim's foreboding presence and intimidating scowl. In the hands of Iyachtu Xvim's avatar, even this copy of the original sword would yield the dark god an immense advantage in battle - let alone if a mortal were to wield it. STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Dispelling: Dispel Magic on target (Will save) Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points (Fortitude save -4) on target Corrosive: 25% chance +2d6 acid damage per hit Weight: 5 lb Feat Requirement: Martial Weapon, Large Sword Type: One-handed 63SWDCSS Scimitar of Souls +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Dispelling: Dispel Magic on target (Will save) Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points (Fortitude -2 to save) Weight: 5 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed ZZ35LS Letto's Scar This enchanted short sword has been carved from a single piece of shale, its surface smeared with venom drawn from the tongue of a desert serpent. The venom never dries, giving the sword an unhealthy sheen. This short sword is an evil weapon, said to have caused many lingering deaths over the years. Its name comes from its last known owner, an infamous buccaneer named Letto who preyed on ships traveling upon the Sea of Moving Ice. It is said that he was caught by the Tribe of the Great Whale in the shadow of Hehnhold's Iceberg, where his ship was hacked apart by the barbarians' great axes and the crew set aflame with burning pitch. When the battle was over, only driftwood remained. One of the pieces of his ship's hull found its way south and the wood was used in the construction of one of the rooms in the upper story of the Weeping Widow Inn. The short sword has been buried within the timber for almost thirty or more years, waiting for someone to find it again and use it in Letto's name. STATISTICS: Damage: 1d6 + 1, +2 vs. Good Creatures Attack Bonus: +1, +2 vs. Good Creatures Enchantment: +1 Damage Type: slashing Special: 10% Chance of Poisoning Target, -1 Penalty to Fortitude save When Held Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZ36LS Letto's End STATISTICS: Damage: 1d6 + 3, +5 vs. Good Creatures Attack Bonus: +3, +5 vs. Good Creatures Enchantment: +5 Damage Type: Slashing Special: 25% Chance of Poisoning Target Immune to Poison while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ6BS Bastard Sword of the Undead Slayer +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Bane: +2 Attack Bonus and +2d6+2 vs Undead Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed ZZJ6US Greatsword: Undead Slayer +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +4 Damage Type: Slashing Special: Bane: +2 Attack Bonus and +2d6+2 damage vs Undead Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 12 lb Feat Requirement: Martial Weapon, Great Sword Type: Two-handed ZZR6HFWB Thunder's Shock This massive sword, fashioned to be wielded by a person of great strength, is as elegant as it is repulsive. Though coated in metal, its blade has been reinforced with human bones. Its hilt, and accompanying scabbard, have been stylishly made from tanned human flesh and skin. Little is known about the origins of this weapon, but it is rumored to have been passed down from generation to generation by human Mulhorandi woman. According to legend, whenever these women gave birth to a girl while being forced into slavery, they would, on the night of the first full moon, pray to the ancient pharaoh Tyrish for guidance. Hearing their prayers, Tyrish would send "floating down from the heavens" this sword, and the woman would use it to severely disfigure their children. Once the deed was done, the sword would float away as gracefully as it had arrived. These children, now deemed undesirable by their slavers, would be sold for a quick profit, thus sparing them the horrors of slavery. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +3 Damage Type: Slashing Special Bane: +3 Attack Bonus vs Humans and +2d6+3 vs Humans Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed ZZR6WB Winged Blight This massive sword, presumably fashioned to be wielded by a person of great strength, is as elegant as it is repulsive. Though coated in metal, its blade has been reinforced with human bones. Furthermore its hilt, and accompanying scabbard, have been stylishly made from tanned human flesh and skin. Little is known about the origins of this sword, but Mulhorandi aristocrats have passed its rumor from generation to generation. According to legend, whenever a human Mulhorandi woman gave birth to a girl after having been forced into slavery, she would, on the night of the first full moon, pray to the ancient pharaoh Tyrish for guidance. Hearing her prayers, Tyrish would send "floating down from the heavens" this weapon, originally no larger than a stiletto, and the woman would use it to severely disfigure her child. Once the deed was done, the weapon would enlarge slightly before floating away as gracefully as it had arrived. These "marked" children, now deemed undesirable by their male overseers, would be allowed to purchase their freedom, thus sparing them the horrors of slavery. The scars inflicted upon these children - those physical in nature at least - would eventually heal over time. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special Bane: +3 Attack Bonus vs Humans and +2d6+3 Damage Bonus vs Humans Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed ZZZ6BS Bane Scimitar of Flame STATISTICS: Damage: 1d6 Enchantment: +2 Damage Type: Slashing Special: Bane: +2 Attack Bonus vs Skeletal Undead and +2d6+2 vs Skeletal Undead Flame: 50% chance of +1d6 fire damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed =============================================================================== < < < < < Final Words.... > > > > > =============================================================================== This FAQ was written entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ Spiffy Links: Planet Baldur's Gate -- http://www.planetbaldursgate.com/ TeamBG -- http://www.teambg.com/ GameFAQs -- http://www.gamefaqs.com/ Baldurdash -- http://members.home.net/mrkevvy/ Fantasy Name Generator -- http://spitfire.ausys.se/johan/names/default.htm _________________________ Shameless Self Promotion: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for: NES: Disney Adventures in the Magic Kingdom Final Fantasy -- Magic FAQ The Legend of Zelda SNES: Aerobiz Aerobiz Supersonic Utopia: Creation of a Nation Genesis: StarFlight PSX: Thousand Arms -- Walkthrough -- Forging/Dating FAQ PS2: Madden NFL 2001 XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough -- Influence Guide PC: AD&D Rules FAQ, 2nd and 3rd Editions Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough -- Items List -- Class FAQ -- Creature List Civilization III (incomplete) Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Icewind Dale & Heart of Winter -- FAQ/Walkthrough Items List Kresselack's Tomb Map (JPG) Burial Isle Map (JPG) Shattered Hand Map (JPG) Icewind Dale II -- Items List Master of Magic (revision) Messiah Pharaoh (currently being edited by Red Phoenix) Planescape: Torment -- FAQ/Walkthrough Items Listing Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/features/recognition/2203.html ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________ Version History: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Version 1.0 September 16, 2002 885k Version 1.5 September 27, 2002 831k Fixed the format a bit. Deleted more redundant item descriptions, and sorted items to be closer to similar items. Added the "Bags" in their very own section. Version 2.0 September 28, 2002 764k Finished reducing the size of the List. Version 2.01 January 17, 2005 765k Changed my email address and updated the format slightly. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This Document is Copyright 2002-2005 by Dan Simpson Icewind Dale II is Copyright 2002 by Black Isle/Interplay I am not affiliated with Bioware, Black Isle, Interplay or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ.