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 Chain Armor Cloaks Instruments Leather Armor Plate Armor Shields Slings Spears Swords Wands Spell Scrolls Final Words... =============================================================================== Chain Armor =============================================================================== 00ARMCH Armageddon Chain Mail of theTester Uber-Chain for critical path testing only! Do not use to test play balance. If you do, you will be abducted by aliens and probed with cold instruments. 00CHAN01 Chainmail Armor Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Medium Armor Armor Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -5 Arcane Spell Failure: 30% Weight: 40 lb. 00CHAN02 Chainmail +1 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. A faint blue glow can be seen emanating from the armor. STATISTICS: Medium Armor Armor Bonus: +6 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. 00CHAN03 Chainmail +2 STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. 00CHAN04 Splint Mail Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. 00CHAN05 Splint Mail +1 Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This particular suit of armor has been magically enchanted for increased durability and protection. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. 00CHAN06 Baleful Mail This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep. During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune. Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics. Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep. After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic. He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation. Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail. He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours. When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate. Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years. His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking, -2 Charisma while worn Weight: 40 lb. 00CHAN07 Elven Chainmail of the Hand +3 During the Golden Age between the Elves of the Seldarine's Hand and the Dwarves of Dorn Deep, special version of the illustrious elven chainmail were made that added protection against the harsh weather conditions of the north. STATISTICS: Light Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Resistance Bonus: +10% Cold Resistance Weight: 15 lb. 00CHAN08 Mail of Life This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation. A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers. Unfortunately, no elven or dwarven warrior ever wore the chain mail. When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: +10 Hit Points Wearer Regenerates 1 hit point per turn Weight: 40 lb. 00CHAN09 Ogien's Scale The great barbarian hero Ogien wore this armor during his many legendary conquests. Ogien was said to be a bear of a man, taller than his fellow barbarians and a good deal wider. It is said by some of the barbarians that Ogien would wrestle with wolves for amusement, and it is known that he was haunted by a prophecy that he would die "under white paws." When he was killed fighting polar bears on the tundra of Icewind Dale, his armor was buried with him. Despite its power, it is not distinctive in its appearance. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +3 Armor Check Penalty: -3 Arcane Spell Failure: 25% Special: Wearer can incite Animal Rage 3/Day Weight: 25 lb. 00CHANML Mercenary's Lot The mercenary's lot has been a difficult one in the lands of Icewind Dale, for there is little to occupy one's fighting skills in the far north... at least until recently. This armor was worn by a mercenary company called the Silver Band who was driven from the north after a heated debate at the Ten-Towns council (a debate that barred further mercenary service from most of the Ten- Towns for a period not exceeding three seasons). According to the debate, the mercenaries were not seen as effective combatants, and certainly not worth the gold they were paid for their meager weapon skills. In order to pay for their passage back south, the Silver Band was forced to sell several suits of their armor in order to transport their mounts and siege engines, and the Band swore they would never return to the North, even if the region perished under an avalanche of goblins and other freakish monsters. Apparently, their ability to predict the future was not listed in their company annals. This armor is valued in the far north due to its ability to protect the wielder from the elements as well as being light enough to allow for greater freedom of movement. STATISTICS: Medium Armor Armor Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Light Weight: Armor weighs half as much as ordinary chainmail Resistance: 1/- Cold Resistance Resistance: 1/- Fire Resistance Weight: 20 lb. 60CHANCD Chain of Drakkas Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder. At a very young age, Drakkas was kidnapped by a Drow raiding party and brought up by the Drow to be a pit fighter. At first he fought his fellow kidnap victims in the pits. However, over time, his fellow abductees died from their wounds and poor treatment, thus leaving Drakkas alone to eventually fight monsters of the Drow's choosing. Drakkas persevered, fueled by his ever-growing hatred for his captors, the hopes of one day escaping and then taking revenge on his kidnappers. One day Drakkas got his wish - he was able to escape by stealing his jail cell keys from his lazy night guard, and then stealthfully slipping out into the unforgiving Underdark. He managed to steal a couple of scimitars on his way out, which he put to good use while circumventing the twisted corridors of the Underdark. When he emerged on the surface, he immediately sought out his Moon Elf kin. Unfortunately, when he found his kin, they ostracized him due to his horrendous battle scars. Embittered and outcast, he made it his mission in life to exact the most painful revenge possible on his kidnappers. Drakkas diligently trained in the dark magics, and continued his formidable weapons training as well. When he got to the point where he felt he was ready, he began to sell his services as a mercenary to earn coin and buy better equipment. One thing in particular he eventually wanted was lightweight chain mail that would not interfere with his spell casting. Luck was with him the day he found a Dwarven armorsmith who could accommodate Drakkas' needs. It was not long after until the armor was finished and Drakkas was ready for his mission of revenge. Drakkas disappeared from the people who knew him and utilized his mercenary services, and ventured into the depths of the Underdark, where he was never heard from again. However, his special armor did somehow make it out of the Underdark. No one knows how, but speculation has it that the return of Drakkas' chain mail to the surface world was a subtle message from the Drow. The message, of course, was left to the imagination of the interpreter. STATISTICS: No Armor Proficiency Required Armor Bonus: +7 Max Dex Bonus: None Armor Check Penalty: -0 Arcane Spell Failure: 0% Special: Spellcasting and Thieving abilities can be performed without penalties from wearing armor. Weight: 30 lb. 60HFCNCD Chain of Drakkas' Fury STATISTICS: No Armor Proficiency Required Armor Bonus: +8 Max Dex Bonus: None Armor Check Penalty: -0 Arcane Spell Failure: 0% Special: Spellcasting and Thieving abilities can be performed without penalties from wearing armor. Attack Bonus: +3 bonus Speed: 1 additional attack per combat round Weight: 30 lb. =============================================================================== Cloaks =============================================================================== 00CLCKFC Farmer's Cloak On the farms in the Dalelands west of the Moonsea, most of the men and women who work the fields lead simple, humble lives. It is out of one such simple life that the legend of Behem Farmer of Mistledale emerged. However, the circumstances surrounding his legend are far from typical. While tending his farm near Sword Creek, bandit riders from the east rode forth and told him to surrender his land. Behem was overcome with grief and could not answer them. The leader of the bandits told Behem that he had until dawn of the next morning to vacate the land. The bandits then rode towards other farms and told them the same thing. At dusk, as the farmers cleared out their homes and prepared to fall back to defensible ground, some of the families saw the silhouette of Behem standing in his field, leaning upon his hoe, his head hung low. In the evening, three farmers approached Behem's field and saw the farmer asleep in his field. More shocking was the apparition of a woman, believed to be the spirit of Chauntea, wrapping Behem's loose cloak around him. The farmers returned to their families and told everyone what they had witnessed. Bolstered by the belief that Chauntea had blessed Behem for staying on his farm, the farmers gathered up their families and marched back to their farms. Unfortunately, their bravery had returned a few moments too late. Behem had just been killed by the bandits for refusing to leave. Before the eyes of the farmers, thick vines erupted from the field the bandits stood upon. The vegetation not only held the bandits firmly in place, but also thrashed and choked them into unconsciousness. The farmers rushed forward and drove off the bandits who remained. Though Behem's body disappeared with the vines, his bloodstained, tattered cloak remained behind. STATISTICS: Deflection Bonus: +3 Weight: 3 lb. 00HFCKFC Blessed Farmer's Cloak STATISTICS: Deflection Bonus: +3 Spell Power: Can cast the spell Entangle 1/Day Spell Power: Can cast the spell Sunscorch 1/Day Spell Power: Can cast the spell Aid 1/Day Weight: 3 lb. 00CLCKMB Cloak of Mystra Even though wizards can harbor powerful spells, their main weakness is the fact that they cannot wear any sort of armor without suffering severe limitations to their casting abilities. Although with proper training wizards may overcome these restrictions, wizards will normally choose to enchant their robes or a ring to have deflective properties so as to remain unfettered by bulky armor. But if by chance a talented fighter, or a skilled bowman connected with their weapon, the wizard would not have the fortitude to last long. Clerics of Mystra, seeing this dilemma that fell upon the wizards of the land, made cloaks blessed by Mystra herself. These cloaks granted the wizard special damage resistances where most, if not all, the damage that was dealt out from a weapon would be negated. Needless to say that wizards who acquired the cloaks, which eventually were called Mystra's Blessing, felt even more powerful, if not invulnerable. STATISTICS: Special: Damage Reduction: 5/+1 Weight: 1 lb. 00HFCKMB Mystra's Embrace STATISTICS: Special: Damage Reduction: 10/+2 Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. 00CLCKNV Nature's Vengeance The avengers are members of a special sect within a druidic order. They are devoted to fighting those who defile nature, and these cloaks were sometimes worn by members of their sect when embarking on their crusades against those who had inflicted grievous wounds upon the land. It is reported that several of these cloaks were worn by druids who followed the trail of the Dark Horde many long years ago during their attack on the elven fortress of the Severed Hand. The Horde had felled many trees and laid waste to vast sections of the North while building siege engines, and the avengers declared war on them, attempting to use turn the power of nature against its attackers. Although the avengers were eventually slain by an orcish clan along the Spine of the World, their cloaks remain and occasionally resurface across the North. When worn by a druid, these cloaks have a chance of cursing any enemy who dares to commit violence upon the wearer. It has stayed the hand of many a foe... only to have them die with an avenger's blade in their throat. STATISTICS: Special: Retribution: 10% chance of inflicting the spell Bane whenever the attacking enemy successfully hits wearer of Nature's Vengeance. Weight: 2 lb. 00HFCKNV Nature's Fury Everard rarely lost his temper, but nature itself did when it was struck by the Auril priests and the combined might of the evil that threatened Icewind Dale. It is said that a wind tore through Everard's home after the events twenty years past and hurled his cloak into the upper branches of the Kuldahar Oak, where it was lashed and beaten by the icy winds for days, and ultimately lifted up and carried upon the storms for nearly a month. When it settled down, it was taken up by a wandering druid, who wore the cloak and used it to crush a sect of Aurilites in the ice shadowed delves of Slow Cedric's Gallop three years ago. Once his task was accomplished, the cloak was taken up by the wind again, and carried northward to be used against those that threaten the Balance once again. It is intended to avenge those who disrupt the Balance with violence, and to remind aggressors that one may not defeat nature, only anger it. STATISTICS: Special: Retribution: 20% chance of inflicting the spell Bane whenever the attacking enemy successfully hits wearer of Nature's Vengeance Retribution: 10% chance of inflicting the spell Call Lightning whenever the attacking enemy successfully hits wearer of Nature's Vengeance. Weight: 2 lb. 00CLCKSB The Shroud of Bankao Believed to be the burial shroud of a mysterious eastern warlord, the Shroud of Bankao has been worn by some of the most notorious thugs and murderers on the Sword Coast. Its coarse black fabric has grown coal gray over many years of use. Its last known owner was Polger Carallo, an extortionist who operated in the worst parts of Waterdeep. Polger made his living shaking down the residents of the poor districts of the city. A priest of Bane told Polger that he owed the church a tribute for his success. Polger refused the priest's offer and died at the end of the Banite's morningstar. STATISTICS: Spell Power: Can cast the spell Ghoul Touch 1/Day Spellward: Immunity to the spells Skull Trap and Glyph of Warding Weight: 2 lb. 00HFCKSB Death Shroud of Bankao STATISTICS: Constitution: +3 bonus Spell Power: Can cast the spell Ghoul Touch 1/Day Spell Power: Can cast the spell Bull's Strength 1/Day Spellward: Immunity to the spells Skull Trap and Glyph of Warding Weight: 2 lb. 00CIROBA Aurilite Ceremonial Robe This robe, worn by the priests and priestesses of Auril, is ice-white in color with blue piping, and cinched at the waist by a very wide silver belt. 00CLCK01 Cloak of Protection +1 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for wizards and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Deflection Bonus: +1 Saving Throw: +1 bonus Weight: 3 lb. 00CLCK02 Cloak of Protection +2 STATISTICS: Deflection Bonus: +2 Saving Throw: +2 bonus Weight: 3 lb. 00CLCK03 Cloak of Displacement The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Armor Bonus: +4 vs. missile weapons Saving Throws (Fortitude and Reflex): +2 bonus Weight: 3 lb. 00CLCK04 Cloak of Non-Detection Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners. STATISTICS: Special: Non-detectable by magical means such as see invisibility and scrying. Weight: 3 lb. 00CLCK17 Yeti Skin Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. This cloak appears to be constructed from the skins of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 3 lb. 00CLCK18 Winter Wolf Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. This cloak appears to be constructed from the skins of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 3 lb. 00CLCKBC Berywel's Cloak The notorious halfling rogue and prankster Berywel Elmroot wore this cloak during his most well known streak of burglaries in Western Heartlands. After being incarcerated for twelve years in Berdusk, Berywel decided to do something to prevent the priests of Helm in that city from capturing him again. His gnomish friend, Chester Spindle, created this muted green and brown cloak in exchange for a case of wine stolen from a temple of Ilmater. Under its protection, Berywel slipped out of Berdusk at least ten times despite having priests of Helm in hot pursuit. When Berywel retired in Baldur's Gate, he sold the cloak to a friend. STATISTICS: Spellward: Immunity to the spells Command and Bane Weight: 4 lb. 00HFCKBC Berywel's Fantastic Cloak STATISTICS: Spellward: Immunity to the spells Command, Bane, Hold Person, Doom and Greater Command Weight: 4 lb. 00CLCKWC Woodland Cloak The leaves that fall from the great oak of Kuldahar are surprisingly flexible, much like cloth, and when treated with special druidic magics, can be fashioned as cloaks. When worn, the cloaks make no sound, and they provide the wearer with a minor chameleon effect, allowing them to blend into the natural surroundings and avoid the notice of those that would do the wearer harm. Furthermore, in times of danger, the wearer may wrap the cloak around his body, making his skin as hard as wood and helping to protect him against attack STATISTICS: Special: Hide skill: +1 Spell Power: Can cast the spell Barkskin once per day Weight: 1 lb. 00HFCKWC Deep Woods Cloak This enchanted cloak is a powerful garment indeed, and was fashioned by the Archdruid of Kuldahar, Everard, many years ago. It is fashioned from the molting bark of the great tree and has been specially enchanted so that it may be worn as a cloak. When worn, this cloaks makes no sound, and provides the wearer with a greater chameleon effect, allowing them to blend into the natural surroundings and avoid the notice of those that would do the wearer harm. Furthermore, in times of danger, the wearer may wrap the cloak around his body, making his skin as hard as the Great Oak itself, making him almost immune to damage. STATISTICS: Special: Hide skill: +4 Spell Power: Can cast the spell Ironskin once per day Weight: 1 lb. 50CLCK17 Wandering Hunter's Cloak Cloaks like this one are painstakingly crafted for the use of the Wandering Village's best young hunters. The soft wolf's fur is enchanted to mask a hunter's scent and help him or her to hide from prey in the shadows. STATISTICS: Hide skill: +2 Weight: 3 lb. 53CLCKHD House of Despana Piwafwi This fine cloak is made from spider silk with amazingly flexible adamantite filigree. The arrow and hexagon glyph of House Despana is featured prominently on the back and the stitching near the hems follows the same arrow pattern. Three small holes, surrounded by almost-vanished bloodstains, sit squarely in the back of the cloak. The cloak used to belong to Malfeem, ill-fated Weapons Master and short-lived Patron of House Despana. Malfeem was the father of Malavon Despana, Master of Rilauven's Sorcere Academy of Magic. Malfeem died in an attack on a rival house fifty years ago. Rumors within Rilauven state that the daughters of House Despana engineered Malfeem's death because he had gained too much influence over their Matron Mother. The cloak has rested in the House Despana treasury since he died. Forty years ago, it was worn for a single night by Matron Despana's new Patron, who fancied himself the finest warrior in Rilauven. The sentimentality of the Matron for Malfeem had not faded, and the Patron was flayed to death on the spot. STATISTICS: Resistance: 2/- Fire Resistance Hide skill: +2 Weight: 1 lb. =============================================================================== Instruments =============================================================================== 00BARD01 Bardic Horn of Valhalla This horn was created by the respected bard of a now-dead Reghed barbarian tribe. The bard was called Beogin, and his songs are sung by many of the northern tribes. He carried this horn with him when he observed many titanic battles. The chief of his tribe gave him the instrument with instructions to blow it if he was ever in mortal danger. Beogin, too proud to ever call on his tribesmen for help, was killed in battle, the horn hidden under his cloak. STATISTICS: Once a day, this horn will summon 2-4 berserkers who will attack the enemies of the user. Weight: 1 lb. 00HFBD01 Raging Winds STATISTICS: Once a day, this horn will summon 3-6 berserkers who will attack the enemies of the user. Weight: 1 lb. 00BARD02 The Cittern of War One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day. STATISTICS: This cittern casts Emotion: Hope, centered on the user. Weight: 3 lb. 00HFBD02 Masterwork Cittern of War STATISTICS: This cittern casts Emotion: Hope and Chaos, centered on the user. Weight: 3 lb. 00BARD03 The Unstrung Harp The instrument of a beatified saint of the church of Ilmater, this harp once belonged to Sephica of Ordulin. Sephica was a bard, but she did not worship the lord of songs, Milil. Instead, she devoted herself to performing ballads to the suffering throngs of Ilmaterians everywhere. She was traveling with a group of Ilmaterian pilgrims when they were attacked by bandits. The bandits killed and severely injured many of the pilgrims, and they cut the strings of Sephica's harp when she tried to soothe the injured travelers. After the bandits had left, Sephica prayed to Ilmater for help in a time of crisis. When she plucked at her harp strings with her eyes closed in prayer, music miraculously poured forth and healed every person who heard it. The next day, the bandits arrived and killed Sephica for healing the pilgrims. Though she was killed, the pilgrims kept the memory of her miracle alive. Their community attempted to have her accepted as an Ilmaterian saint. They succeeded in 1218 DR. STATISTICS: This harp can cast Heal 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. 00HFBD03 Sephica's Prayer STATISTICS: This harp can cast Heal or Resurrection 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. 00BARD04 Lyre of Progression The Lyre of Progression was created by the bard Sedini Paletto. Sedini was a teacher of young aspiring bards during difficult times. This instrument, held close at all times, helped Sedini fight off those who would attack him or his students. When Sedini grew old, he passed it on to his best student, Galwen Alaman. Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure. It is believed that he lost the lyre when he accidentally dropped it in a marsh. STATISTICS: Strength: +3 Weight: 2 lb. 00HFBD04 Lyre of Inner Focus STATISTICS: Strength: +3 Constitution: +2 Weight: 2 lb. 00BARD05 The Merry Shorthorn The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among one of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and from the Spine of the World to the distant reaches of Wa. It entertained pashas in Calimshan, quelled the anger of holy slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars. The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in the great desert Anauroch. STATISTICS: When played, this instrument casts Bless, centered on the player. Can be used once per day. Weight: 1 lb. 00HFBD05 Prophia's Merry Shorthorn STATISTICS: When played, this instrument casts Prayer, centered on the player. Can be used once per day. Weight: 1 lb. 00BARD06 The Dire Old Lute of Pellon Kay Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous lute, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a gift for such destructive entertainment, Talos touched the lute that was laying next to Pellon's unconscious body. After that night, Pellon discovered that he could make men go berserk just by playing his lute in their direction. He took great delight in setting mercenaries and sailors against each other for several weeks. Eventually, Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't let Pellon get close enough to employ his magical lute. The unknown warrior threw the lute into the Sea of Fallen Stars. STATISTICS: Can cast the spell Dire Charm once per day Weight: 2 lb. 00HFBD06 Strings of Discord STATISTICS: Can cast the spell Dire Charm or Dominate Person once per day. Weight: 2 lb. 00BARD07 Owain's Lullabye Owain's Lullabye was created by a disturbed bard named Owain Piper. Piper was a worshipper of Auril, born in the town of Silverymoon and raised to embrace the frigid environment of his homeland. He traveled extensively in the Moonsea, where he met a mage named Pelham of the Moor. Owain and Pelham became good friends and stayed in contact for over a decade. Pelham eventually enchanted Owain's Lullabye for the bard in exchange for a small sum of money. Owain rarely used the instrument in battle, typically employing it when he found late-migrating geese lounging on a lake. He would blow the horn in such a way that the geese heard it as the sound of their cousins heading south for the winter. As the geese would attempt to take flight, Owain's horn would freeze them in mid-stroke, where he would leave them to die. STATISTICS: When played, this instrument casts Cone of Cold Weight: 2 lb. 00HFBD07 Sweet Auril's Kiss STATISTICS: When played, this instrument casts Cone of Cold and Elemental Barrier simultaneously Weight: 2 lb. 00BARD08 Viol of the Hollow Men This instrument is also known as "Tallow's Violin," but that moniker is rarely spoken among musicians, as mentioning the name of Nikolai Tallow is considered bad luck. Nikolai was born in The Vast, near High Haspur, the son of a chandler. Because of the intermittent traffic through the region, Nikolai was introduced to many different cultures. One of the travelers he met was an elven musician named Relev Thinriver. Relev introduced Nikolai to the violin and taught him for several years as he wandered through the area. Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, and a passion for all things in the world. Relev also recognized that Nikolai was exceedingly proud and arrogant. In spite of Nikolai's shortcomings, Relev taught him everything he knew. After Relev was killed by a band of orcs, Nikolai began to practice on his own throughout the Vast. Despite his travels, he always returned to the isolate peaks of his mountain birthplace. He became famed throughout the Vast, the southern Moonsea and Sembia for his incredible talent and passionate performances. Eventually, news of the proud young virtuoso spread to the ears of a nearby thug from Calaunt named Tremble Ghon. When Tremble and his gang traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and demanded a performance from Nikolai, who happened to be present and eating dinner with his father at the time. Nikolai refused to perform for Tremble and his men. He called them stinking oafs and attempted to leave with dignity. Tremble assaulted Nikolai's pride by claiming that Nikolai was afraid of performing because he'd be heckled out of the inn for his incompetence. Nikolai shot back that his skill with the violin was so great that he could raise the dead from their graves. Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed him in the heart. When a number of other villagers attempted to intervene, they were also killed by the bandits. Tremble defiantly stood over Nikolai's dead father and said, "Where's your big mouth now, fiddle player?" Without a word, Nikolai pulled his violin and bow out from underneath his arms and began to play a melody that none of the residents of High Haspur had ever heard before, and no one in Faerun would ever hear again. Nikolai played with unbridled passion and fervor. Onlookers later remarked that he appeared to be a madman, thrashing about in ways that people didn't think were possible. At the climax of his frenzied piece, Tremble and his gang watched in horror as the souls of the men and women they had just killed rose from their corpses and dove, shrieking, at their murderers. The bandits died horrible deaths, chilled by the shadows of their victims. Nikolai himself continued playing, dancing through the streets and back pastures of his alpine home until every man, woman, child, and beast ever buried in the region rose from its resting place and milled about until Nikolai and his music disappeared into a far off valley, shrouded in a mysterious fog that vanished as quickly as it had appeared. Legends say that on misty nights, the ghost of Nikolai Tallow returns to his homeland, playing a phantom violin with a host of dancing dead trailing behind him in the moonlight. STATISTICS: Summons 1D4 Shadows to attack a target, once per day. Weight: 3 lb. 00HFBD08 Tallow's Violin STATISTICS: Casts the spell Soul Eater 1/day Weight: 3 lb. 00BARDRS Retching Serpent The serpent is a wind instrument. It usually is made of a long, conical wooden tube of over six feet in length that is coiled in much the same way as a snake; thus the name. Six holes along its length help the player alter the pitch in much the same way as a cornet. This particular instrument produces a low sonorous sound that can be felt to the very bones of all those within range. In the hands of a skilled bard, this instrument can produce a Stinking Cloud and direct it at one's enemies. STATISTICS: Cast cast the spell Stinking Cloud 2/day Weight: 5 lb. 00HFBDRS Serpent's Stomach STATISTICS: Cast cast the spell Acid Fog 2/day Weight: 5 lb. =============================================================================== Leather Armor =============================================================================== 00HIDE01 Shark Skin Armor Sharkskin armor is used almost exclusively by sahuagin. It is the equivalent of leather armor in protection. However, it also adds a bonus of +10% fire and acid resistances. The armor is not very supple and feels very constrictive when used by non-aquatic creatures. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: +10% Fire Resistance +10% Acid Resistance -1 to Dexterity Weight: 20 lb. 00HIDE02 Shark Skin and Coral Armor Shark skin and coral armor is used almost exclusively by sahuagin. It is constructed of shark skin with hard coral studs in strategic places. It is the equivalent of studded leather armor in protection. However, it also adds a bonus of +10% to fire and acid resistances. The armor is not very supple and feels very constrictive when used by non-aquatic creatures. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -1 Arcane Spell Failure: 15% Special: +10% Fire Resistance +10% Acid Resistance -2 to Dexterity Weight: 25 lb. 00HIDE05 Black Dragon Scale This armor was crafted by the dwarven smiths and priests of Clan Battlehammer when one of their own, Bruenhal, led a band of heroes in the defeat of a black dragon far to the south. Some dwarves turn up their noses at the thought of wearing armor made from the remains of a dragon, but Bruenhal proudly wore the armor until the end of his days. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Resistance Bonus: 2/- Acid Resistance +2 on Reflex saves Weight: 10 lb. 00HIDE06 Hide Armor Hide armor is made from multiple layers of leather armor. Though stiff and hard to move in, it is relatively simple to make and provides a good barrier against cold weather. It is most commonly seen on the warriors and huntsmen of northern barbarian tribes. STATISTICS: Medium Armor Armor Bonus: +3 Max Dex Bonus: +4 Armor Check Penalty: -3 Arcane Spell Failure: 20% Weight: 25 lb. 00LEAT01 Leather Armor Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 15 lb. 00LEAT02 Leather Armor +1 Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. Magical enchantments enhance the protective abilities of this leather armor. STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 10 lb. 00LEAT03 Leather Armor +2 At first glance this appears to be an ordinary suit of leather armor, a closer inspection reveals subtle clues of various arcane enhancements. The rivets holding the various pieces together shine brightly as if polished. The leather pieces are soft and supple to the touch, but instantly become rigid when struck with a heavy blow. And when worn, the creaking and stretching noises normally associated with such armors are mysteriously absent. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 10 lb. 00LEAT04 Studded Leather Armor Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 20 lb. 00LEAT05 Studded Leather Armor +1 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. This suit of armor has been magically enhanced to provide better durability and protection. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00LEAT06 Studded Leather +2: Missile Attractor This odd-looking suit of studded leather cannot be removed once put on, except under intervention of a magic user. While improving the protection against all melee weapons, this armor actually becomes a target for missile weapons, and hence so does its wearer. The choice is simple, deadly arrows or deadly swords. STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Armor Penalty: -10 vs. missile weapons Weight: 20 lb. 00LEAT07 Studded Leather Armor +2 STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00LEAT08 Mourner's Armor This unique suit of armor is of foreign design, created for a Kara-Turian samurai from the Baika Clan. The armor, crafted from thin, stiff leather, is dyed black, but features the insignia of the plum blossom, the mon of the Baika Clan. It was only worn into battle once, when Baika Himuro fought a hopeless battle against the enemy samurai that flooded into his ancestral estate. It is believed that the enemy clan captured the armor and later traded it for siege equipment. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Once donned, this armor cannot be removed without a Remove Curse spell. While it is equipped, the wearer is unaware of his or her current hit points. However, the wearer does receive a number of bonuses as well. He or she is at +25 hit points and has a 15/- resistance to Missile weapons. In addition, the wearer receives -1 to all of their thieving skills while it is equipped. Weight: 20 lb. 00LEAT86 Leather Armor of Providence STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Circle of Death Weight: 10 lb. 00LEAT87 Studded Leather of Luck STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +1 to all Saves Weight: 15 lb. 00LEAT88 Leather Armor of Fire Resistance STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Resistance: 2/- Fire Resistance Weight: 10 lb. 00LEAT89 Shadowed Studded Leather +1 STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Shadowed: +2 to Hide skill Weight: 15 lb. 00LEAT90 Studded Leather of the Shield STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spell Power: Can cast the spell Shield 2/day Weight: 15 lb. 00LEAT91 Studded Leather Armor of Fortitude STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Hit Point Bonus: +10 to Max Hit Points Weight: 15 lb. 00LEAT92 Studded Leather Armor of Horror STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spellward: Immunity to the spell Horror Weight: 15 lb. 00LEAT93 Leather Armor of Luck STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Saving Throw Bonus: +1 to all Saves Weight: 10 lb. 00LEAT94 Leather Armor of Movement STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Hold Person Weight: 10 lb. 00LEAT95 Leather Armor of Dexterity STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Dexterity: +1 Weight: 10 lb. 00LEAT96 Leather Armor of Fortitude STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Hit Point Bonus: +5 to Max Hit Points Weight: 10 lb. 00LEAT97 Leather Armor of Lesser Spell Resistance STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Resistance: 2/- Magic Resistance Weight: 10 lb. 00LEAT98 Shadowed Leather Armor STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Shadowed: +2 to Hide skill Weight: 10 lb. 00LEAT99 Leather Armor STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Charm Weight: 10 lb. 10HFLTUB Uthgar's Blessing Crafted by the finest Barbarian armorer and proudly embroidered with Uthgar's large, beast totem spirit, the Blue Bear, this style of leather armor became the mainstay of the Blue Bear tribal warriors. This particular Uthgardt armor was once worn by the Blue Bear tribe's fiercest warrior, Stogar Bearclaw. It is said that once, during a very horrendous battle with an enemy tribe, Stogar Bearclaw actually grew stronger in the middle of combat. With his newfound strength, he managed to literally blast through his opponents without so much as getting a scratch on his body. When all was said and done, two hundred men lay dead at Stogar's mighty feet. Stogar looked at his accomplishment and burst out in praise of Uthgar and his Blue Bear Spirit. Since then, Stogar always referred to his armor as Uthgar's Great Blessing and wore it daily until the moment of his passing. It was Stogar's final wish that Uthgar's Great Blessing be passed on to another worthy warrior. For generations the armor passed from warrior to warrior, granting extra strength to those who wore it. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Strength +3 Hit Point Bonus: +15 to Max Hit Points Weight: 15 lb. 10LEATUB Uthgar's Blessing STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Strength: +1 Weight: 15 lb. 50HIDEAH Abishai Hide Armor There is great mystery surrounding this leather armor. No one knows how or where it came into existence. What is known is that the leather was cut from the hide of an abishai, although it is impossible to tell what color abishai since the armor is colored a deep black. In addition, it has an unusual, very light, vinegary smell. Those that have worn the Abishai Hide were bestowed with a slight invulnerability to non-magical weapons. STATISTICS: Medium Armor Armor Bonus: +3 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 20% Special: Damage reduction 5/+1 Weight: 15 lb. 50HFHEAH Cornugan Hide Armor STATISTICS: Medium Armor Armor Bonus: +4 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 20% Special: Damage reduction 10/+2 Regeneration: User Regenerates 1 hit point ever 10 combat rounds Weight: 15 lb. 50HFLTMS Milton Sixtoes' Armor of Absolute Self Mental Oneness started out as very ordinary studded leather armor worn by an even more ordinary thief named Milton Sixtoes (so named since he had six toes on his left foot). Milton belonged to a local thieves guild in the mining city of Mirabar, and thus was tasked with petty thievery of coin purses and the occasional gem. All was well enough by Milton's ordinary standards, until one day when a thief of notable magical prowess transferred to Milton's guild. The guild master assigned this new thief to be Milton's partner in crime, aiding him in his petty, but profitable dirty deeds. Little did Milton know that his new partner was not satisfied with petty thievery. In fact, it was his partner's higher ambition that almost got Milton in trouble with the local authorities. During thieving assignments with his new partner, Milton began to perform very risky acts of larceny, and not through his own will. It was as if someone else had control of Milton's body and used him to carry out the acts. Luckily for Milton, he was able to perform the higher risk activities, but he knew that one day his luck would run out. So, one day when Milton was feeling more proactive than usual, he took the day off from thieving and ventured to a Dwarven armorsmith who resided in one of the upper Mirabar mining tunnels. There, with his extra earnings from unwillingly performing his more dangerous thieving, he commissioned the dwarf to upgrade his studded leather and give it the power to ward off other's charms. The dwarf complied and ended up upgrading Milton's ordinary studded leather into fine, extra tough studded leather that made the wearer immune to just about every spell that affected the mind. Not long after Milton began wearing the armor, he discovered his new partner was the one who cast the spell Charm Person on him and made him take all the extra risks. The last time his partner tried to charm Milton, he (Milton) played along as if he were charmed, snuck up behind his partner, and slit his throat with an ordinary, poisoned dagger. From then on, Milton was very pleased to go back to ordinary, petty thievery, though no more partners were ever assigned to Milton Sixtoes. STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer under the effects of the spell Mind Blank Weight: 20 lb. 50LEATMS Milton Sixtoes' Armor of Absolute Self STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spellward: Immune to the spell Charm Person Weight: 20 lb. 50HIDE06 Wandering Hunter's Armor Armor like this is painstakingly crafted for the use of the Wandering Village's best young hunters. It is lined with fur of the great white wolves of Fell Wood, and enchanted to resist winter's cold. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 10% Special: Resistance: 2/- Cold Resistance Weight: 30 lb. 60HFLTIN Silent Interloper One of the greatest skills a scout can have is the ability to sneak about undetected. For many years a scout will hone their craft in the arts of hiding in shadows and moving silently, just so they may attain one of the most valuable resources in the realm - information. While a skilled scout may be able to slink undetected around a camp of regular soldiers and bandits with ease, the same cannot be said if the camp the scout is observing is protected by detection magics. It is because of this very reason that the armor known as Silent Interloper was created. Many generations ago, skilled wood elf craftsman perfected a technique that was able to combine powerful non-detection magic into leather armor. Using this armor, wood elf scouts could infiltrate even the most well protected campsites without fear of being discovered by any magical means. Unfortunately, one of the scouts grew careless and was captured as he was spying on a drow raiding party. After days of torturing their prisoner, the drow were able to learn how the scouts were able to infiltrate their camps and even the location of the village at which these special armors were being made. Needless to say, every man, woman and child in that village was ruthlessly slaughtered...except one. This particular Silent Interloper armor managed to survive only because the individual who wore it was away from the wood elf community the day the drow attacked. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer is under the effect of the 3rd level Mage spell Nondetection Shadowed: +4 to Move Silently skill Weight: 15 lb. 60LEATIN Interloper STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer is under the effect of the 3rd level Mage spell Nondetection. Weight: 15 lb. 60HFLTZU Zuvembie's Impunity In order to overcome the overwhelming powers of a necromancer, Mizelle Krillor, a wild elf ranger who resided in the outlining wilderness of Kuldahar, along with the help of an unknown witch doctor, created the studded leather armor known as Zuvembie's Impunity. Cut from the enchanted flesh of a zombie, studded with silver and blessed by the witch doctor, Mizelle donned the unusual armor and immediately felt increased magical resistance. Unfortunately, one of the side effects of Mizelle's new armor was a zombie curse that made her very socially unappealing. However, she was so desperate to destroy the necromancer, she did not care. With the ability to resist the necromancer's death spells, she cut him down with the ferocity of a demon. Soon afterwards, she went to a cleric of Sune and had the cursed armor removed, never to be used again by the wild elf ranger. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Cursed: Once donned, this armor cannot be removed without a Remove Curse spell. Charisma: -3 Wearer under the effects of the spell Death Ward Freedom of Movement: The wearer is immune to everything, magical and otherwise, that affects mobility in any way, although can still be hasted. Be aware, however, this will also protect the wearer from beneficial effects such as those received from the boots of speed. Weight: 20 lb. 60LEATZU Zuvembie STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Cursed: Once donned, this armor cannot be removed without a Remove Curse spell Charisma: -2 Wearer under the effects of the spell Death Ward Weight: 20 lb. 62HFLTDB Nasty Bits It is often said that a person does not choose a profession, the profession chooses the person. So was the case with Nasty Phil, the local corpse cleaner for the Ten Towns many years ago. Nasty Phil, you see, was no undertaker - no, it was his responsibility, after a party of adventurers dispatched with a monster (or monsters) that was terrorizing a local community, to clean up the mess that was left over. The truly 'nasty' thing about Phil and the reason he got his nickname was that he relished his job. He specially crafted this armor from the hides of different creatures so that he could delve even deeper into the more gruesome clean-up jobs. In fact, it was not unusual for Nasty Phil to not clean himself after one of his jobs and prance around town covered in stinking, rotting flesh. Bits and pieces of unidentified particles could be seen dangling off Nasty Phil's leather, prompting the locals to name his leather armor, Nasty Bits. Over time, his leather armor developed immunities to certain things just from absorbing the years of monster mess that was never washed off. Even though Nasty Bits has been cleaned from time to time, it still has bits of unidentified 'stuff' that seem to have fused itself to the armor, helping it to retain its dirty name. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +4 to Fortitude saves Resistance: 1/- Acid Resistance Resistance: 1/- Cold Resistance Weight: 25 lb. 62LEATDB Dirty Bits STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +2 to Fortitude saves Resistance: 1/- Acid Resistance Weight: 25 lb. =============================================================================== Plate Armor =============================================================================== 00HFCNML Mercenary's End This armor was worn by the commander of a mercenary company called the Silver Band who was driven from the Ten-Towns after a fierce debate on the merits of their weapon skills (and the amount of gold that would change hands in order to see these weapon skills in combat). The commander apparently was killed in a drunken brawl by a warrior with a bizarre title before the rest of his band fled south, and this armor was taken by the local authorities in Bryn Shander. It was since released and has passed through the hands of several merchants in the far north. This armor is valued in the far north due to its ability to protect the wielder from the elements as well as being light enough to allow for greater freedom of movement. Furthermore, the wearer of this armor never tires or becomes exhausted, and he can dispel exhaustion from his entire party once per day. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Resistance: 2/- Cold Resistance Resistance: 2/- Fire Resistance Dispel Party Fatigue once per day Light Weight: Armor weighs 1/4th its normal weight Weight: 10 lb. 00HIDE03 Coral Plate Armor Coral plate armor is used almost exclusively by sahuagin. It is constructed of shark skin with hard coral plates at the shoulders, chest, and wrist. It is the equivalent of splint mail armor in protection. However, it also adds a bonus of +15% to acid and fire resistances The armor is heavy, not very supple, and feels very constrictive when used by non-aquatic creatures. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Special: +15% Fire Resistance +15% Acid Resistance -2 to Dexterity Weight: 50 lb. 00HIDE04 Umber Hulk Plate The hard plates that protect umber hulks are reasonably easy to craft into humanoid armor. This dark suit of armor was fashioned into plate mail by duergar smiths. The dark dwarves, skilled in handling umber hulk exoskeletons, cured and reinforced the armor. Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Special: +1 vs. Slashing Weapons Weight: 40 lb. 00PLAT01 Half-plate Armor This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 50 lb. 00PLAT02 Plate Mail +1 This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. In addition, this suit of half-plate mail is enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Weight: 40 lb. 00PLAT03 Mithral Field Plate Armor +2 Field plate is actually a more commonly used form of full plate armor. It consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. This suit is made of mithral and has been magically enhanced for added protection and durability. STATISTICS: Medium Armor Armor Bonus: +10 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 25 lb. 00PLAT04 Full Plate Mail +1 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors. STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Weight: 45 lb. 00PLAT10 1/4 Weight Half-plate Mail This half-plate armor is fashioned from strips of cured Boring Beetle Shell. It is extremely lightweight. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 12 lb. 00PLAT11 1/4 Weight Field Plate Field plate is actually a more commonly used form of full plate armor. It consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. This particular set of armor has been carefully fashioned from cured Boring Beetle Shell. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Weight: 17 lb. 00PLAT12 1/4 Weight Full Plate Mail Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This suit of armor appears to be fashioned from the shell of the Boring Beetle. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Weight: 17 lb. 51HFPT10 Duergar-Forged Armor of Warding Duergar master artisans forged this armor of dull gray steel. Runes cunningly worked into its surface reflect spells as well as blows, and the armor weighs only half as much as a typical suit of plate mail. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Resistance: 5/- Magic Resistance Light Weight Weight: 20 lb. 51PLAT10 Armor of Warding STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Resistance: 2/- Magic Resistance Light Weight Weight: 20 lb. 60CHANGR Glacial Resilience Kyndor Icehammer was a mighty Dwarven warrior who loved the cold of the Dales. Not only did Kyndor call Icewind Dale his home, but he also had a special connection to the Dales - it was a part of him - not just a part of his body, but of his very soul. Kyndor was also a remarkable armor and weaponsmith. Everything he forged had some kind of connection to Icewind Dale. In fact, his very armor, forged by his own hands, seemed to have its own life, and that life was very protective of Kyndor. Often times, during battle, his armor seemed to harness the elements of the Dales and retaliate against Kyndor's attackers. Over time, Kyndor's armor attained the nickname of Glacial Resislience, due to the fact that all who wore the armor seemed as impenetrable as a glacier and just as deadly cold. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 15% chance attacker suffers 1D6 cold damage per successful hit on wearer of Glacial Resilience (melee only) Weight: 40 lb. 60HFCNGR Glacial Storm STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 20% chance attacker suffers 2D6 cold damage per successful hit on wearer of Glacial Storm (melee only) Resistance: 2/- Cold Resistance Weight: 40 lb. 60CHANSA Sanctity Maya Selvinis was a solitary half-elf ranger who lived on the outskirts of Neverwinter. Feeling different and un-whole due to her breeding, she rarely had any interaction with other people except when she was summoned to aid in a crisis. Although she did not care for the company of others, she was more than eager to aid those in peril. However, after helping others, she would quickly return to her solitary ways, despite the general tolerance exhibited by the locals in Neverwinter. One special event that called for her ranger skills came and changed her life forever. An elderly female cleric of Eilistraee came to Maya and asked her aid in tracking down and destroying a demon that was tormenting her flock. Maya eagerly accepted the quest, put on her splint mail armor, secured her sword, and followed the cleric through the woods. After a day's travel, the cleric stopped at a small clearing between four towering trees. In the middle of the clearing was a small pond of water no wider than a yard. The cleric turned to Maya and said that the demon could be seen in the pond. Doubting, Maya approached the pond and peered in. The only thing Maya saw was her own reflection, and she stated that fact rather tersely to the cleric. The cleric smirked a bit and replied by saying that the demon was her reflection. In fact, the cleric pointed out that the demon was responsible for Maya's solitude and self-pity, and that the only one who was concerned about Maya's mixed breeding was Maya. Maya scoffed at the cleric, told her that she did not know what she was talking about, turned and started to head back in the direction they came. The cleric shouted back, which startled Maya, and declared that she understood more than Maya could ever know. It was at that point that the elderly cleric revealed herself to be Maya's mother. Maya again scoffed, stating that her mother died long ago. The cleric bowed her head and replied that yes, she did die, but that she was granted the grace of Eilistaee to seek out Maya and aid her - aid her in destroying the demon of self-pity and solitude. The cleric then went on to say that Maya would never find sanctuary by alienating herself from the company of others, but that sanctuary comes from within. Once Maya could accept who she was, what she was, and the fact that there were many out in the world like her and who were willing to embrace her, then sanctuary would follow her, always. Then, in a brief flash of light, the cleric was gone, leaving Maya to stew with the wisdom of the old cleric - her mother. Maya thought on what her mother said, and soon tried to implement her mother's wisdom. After a few months, Maya found her inner sanctuary, and became more powerful because of it. In fact, that power was also absorbed by her splint mail armor. All those who donned Maya's splint mail felt a peace flow through their being. People found their own personal sanctuary within that armor, which soon became known as Sanctity. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Spell Power: Can cast the spell Sanctuary once per day. Weight: 40 lb. 60HFCNSA Sanctity of Being STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Spell Power: Can cast the spell Sanctuary twice per day. Spellward: Immunity to Cloak of Fear, Horror and Charm Person spells Weight: 40 lb. 60CHANTM Armor of Tuqak Mauler A talented, gnome smith, who went by the name of Boopie Silvermallet, made this armor to the exacting specifications of a half-orc barbarian named Tuqak Mauler. Forged from the finest metals and enchanted with Boopie's secret recipe magics, Tuqak's new armor looked more like a museum showpiece rather than practical combat armor. The steel strips shone with a silver brilliance and each rivet sparkled like fresh cut diamonds. When Tuqak put the armor on, he immediately felt more vigorous and alive. Unfortunately for Tuqak, this new armor also made him overconfident, which summarily caused his demise in a later battle. So, wearer be warned - even though you feel like you can take on the world while wearing Tuqak's armor, you will still have to rely on combat skill to carry you through... alive. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Hit Point Bonus: +5 to Max Hit Points Weight: 40 lb. 60HFCNTM Armor of Tuqak Mauler the Fierce STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Hit Point Bonus: +15 to Max Hit Points Wearer is under the effects of the spell Death Ward Weight: 40 lb. 60PLATAA Aasimar's Aura Aasimars are direct offspring from a union between mortal and celestial minion. While normally carrying innate powers, it is not unusual for an Aasimar to don blessed armor. Such is the case for this unique armor known as Aasimar's Aura. The armor shimmers with a silvery glow and is adorned with exquisite blue etchings across the breast. One look at the armor and it is simple to see that it possesses powerful protections. Long ago, the Blood War between the Baazetu and the Tanar'ri spilled over to the material plane. Luckily for most of the world, the battle was far away from any major towns or cities. However, this was still no comfort for the Celestial beings that watched over the material plane. So, it was quickly decided to amass as many Celestial and Aasimar beings as possible and drive the Blood War back into its own abyssal planes. However, because of the great numbers of Tanar'ri and Baazetu, the Celestial beings permanently blessed all the Aasimars' armor with Protection from Evil. This spell allowed the Aasimars to get in close to the evil creatures without getting attacked. Once all the Aasimars were in position, the Celestials gave the order to attack, which completely surprised the hordes of Baazetu and Tanar'ri. The ensuing battle raged for days, with high casualties on both sides, but eventually the evil hordes were pushed back into their abyssal planes. As a result of the high Aasimar casualties, it was not uncommon for looters to take the armor off the dead. So, from time to time, a set of Aasimar's Aura will pop up in a shop, or on an adventurer who could afford the high purchase price. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Wearer is under the effect of the spell Protection from Evil Weight: 50 lb. 60HFPTAA Celestial Aura STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Wearer is under the effect of the 1st level Mage spell Protection from Evil Resistance: 20/- Fire Resistance Saving Throw Bonus: +5 to Fortitude saves Weight: 50 lb. 60PLATAG Air Genesi Armor There is no debating that Air Genesi make talented fighters, as do most all Genesi. So, it is not surprising that the armor Air Genesi have made carry some of the same innate magical protections as their own bodies. Air Genesi full plate not only gives the excellent protection of normal full plate, but also gives its wearer the added protection of fending off most air spells and effects. A fighter wearing Air Genesi armor is easy to spot since the armor glows a light blue and is decorated with hundreds of finely etched swirls covering every inch of the finely crafted full plate. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Saving Throw Bonus: +1 to Reflex saves Weight: 50 lb. 60HFPTAG Air Genesi Gail Armor STATISTICS: Heavy Armor Armor Bonus: +11 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Spellward: Immunity to Stinking Cloud, Cloudkill, Acid Fog, Suffocate, Cloud of Pestilence and Whirlwind Dexterity: +2 Weight: 70 lb. 60PLATDC Diamond Cut Plate and full plate are arguably the toughest armor in any realm. However, no one can deny that full plate is susceptible to crushing damage. In fact, most bludgeoning weapons were created with the intention of blowing through full plate armor. With this thought in mind, the armor known as Diamond Cut was forged. No one is exactly sure how Diamond Cut came into existence, but what is known is that the renowned Mirabar armorsmith, Cutter Boomstock, one day unveiled the armor to a well-to-do knight who traveled all the way from Amn. Diamond Cut glistened in the firelight like a thousand diamonds, almost blinding was the intensity of the sheen. And, in a remarkable demonstration, Cutter Boomstock lifted his anvil high in the air and struck the armor. To everyone's amazement, the strike left no mark on the sparkling armor. The knight happily took the armor and left Mirabar forever, never to be seen again. However, his armor, Diamond Cut, has been seen from time to time, leading people to speculate that the elaborate knight met an untimely death. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Resistance: 1/- Bludgeoning Weight: 50 lb. 60HFPTDC Diamond Cutter STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Resistance: 1/- resistance to bludgeoning/slashing/piercing damage. Constitution: +2 Weight: 50 lb. 60PLATKC Armor of the Clerics of Myrkul Clerics of Myrkul center their whole existence on endeavors that aid the dead and dying. They make it their responsibility to organize funerals, burials, settling the dead's unfinished affairs and enacting wills. Common to these clerics are their amazing plate mail armor that grants them several advantages over necromantic spells such as Paralyze and Death Magic. Clerics of Myrkul may make it their practice to aid in the affairs of the dead, but they have no desire to prematurely die themselves. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Saving Throw Bonus: +1 to Fortitude saves Weight: 50 lb. 60HFPTKC Blessed Armor of the Clerics of Myrkul STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Saving Throw Bonus: +1 to Fortitude saves Spell Power: Can cast 5th level Priest Spell Raise Dead once per day. Weight: 50 lb. 60PLATOF Owl's Feather Usually plate mail is reserved for those strong enough to wear it. It did not matter that there were many fine warriors in the land who could benefit from the extra protection that plate mail could lend them. Those unfortunate enough to be of the slender side were reserved to use nothing heavier than chain mail. That is until a resourceful young armorsmith happened on an owl's feather enchantment that helped her to create plate mail that weighed half as much as regular plate mail. Needless to say, that particular armorsmith became very popular with the slender warriors of the region. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Lightweight: Armor is half normal weight of half-plate mail. Weight: 25 lb. 60HFPTOF Hawk's Feather STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Lightweight: Armor is half normal weight of half-plate mail Strength: +4 Weight: 25 lb. 60PLATPF Plate of the Pit Fiend No one is certain where the Plate of the Pit Fiend came from, or how it was created. Its spiky red scaled plates radiate a fiery red glow at all times, convincing those who look upon it that the plate mail is certainly otherworldly. Those that equip the Plate of the Pit Fiend find that the plate has a deadly natural defense when struck too many times. If an enemy is too successful with their strikes against the wearer of the Plate of the Pit Fiend, the plate will emit an explosive burst of flame in all directions around itself. This flame mortally wounds everyone caught within its wake, except for the wearer of the unusual plate mail. It is rumored that the Plate of the Pit Fiend is actually the hide of a Pit Fiend, killed and skinned by someone, or something, more powerful than a Greater Baatezu. If this rumor is true, pray to the gods that the creature capable of killing and skinning a Pit Fiend never comes to the material plane. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 10% chance of casting the spell Sunfire whenever the attacking enemy successfully hits wearer of Plate of the Pit Fiend (melee only) Weight: 50 lb. 60HFPTPF Plate of the Balor STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 10% chance of casting the spell Sunfire whenever the attacking enemy successfully hits wearer of Plate of the Balor. Retribution: 10% chance of casting the spell Cloak of Fear whenever the attacking enemy successfully hits wearer of Plate of the Balor. Spellward: Immunity to Cloak of Fear, Horror, Charm Person, Dire Charm, and Confusion Weight: 50 lb. =============================================================================== Shields =============================================================================== 12HFSdTS Mooncalf's Shield This shield bears the symbol of a half-moon on its face, and it is surprisingly light and easy to hold. It is obvious a great deal of care went into its construction, and it looks like it has never seen battle. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Constant Effect: User under the effect of the spell Protection from Arrows while equipped Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 10 lb. 12ShldTS Tabard's Shield This shield bears the symbol of a half-moon on its face, and it is surprisingly light and easy to hold. It is obvious a great deal of care went into its construction, and it looks like it has never seen battle. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 10 lb. 00SHLDBU Black Urchin Black Urchin is a shield of duergar manufacture, styled after the infamous blackblood urchins of the Underdark seas: it is of rusty black iron, its face studded with scores of corroded metal spines. Each time the shield's bearer is struck in combat, there is a chance that his or her foe - no matter how far away - will be "pricked" by the Black Urchin and infected with its vile toxins. STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Retribution: 25% chance attacker will succumb to the effects of the spell Poison (Melee Only) Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 6 lb. 00HFSDBU Spiny Black Urchin STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Retribution: 50% chance attacker will succumb to the effects of the spell Poison when struck (Melee Only) Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLDFF Footman's Folly This small, smooth metal shield has been worn by warriors of the north for decades. For generations, it was given as a badge of honor to particularly valiant soldiers from Neverwinter. Unfortunately, the shield has an unlucky history. Many of its owners believed that the minor magical powers of the shield would protect them against overwhelming odds. The shield failed to live up to proud soldiers' expectations and, by legend, arrived with its current name. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 6 lb. 00HFSDFF Footman's Incredibly Ridiculous Folly STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Dexterity: +2 Resistance: 2/- Magic Resistance Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLDFV Flank of the Virgin It is rare that the residents of the Ten-Towns willingly interfere in the affairs of the native barbarians. Occasionally, the townsmen cannot help but come across a landmark or religious site that the barbarians erected. Twenty years ago, Sammel Colger of Bremen was fishing near the Sea of Moving Ice when he discovered the remnants of a small barbarian ship. He was drawn to a particular piece of the hull that had a colorful painting on the side. As he pulled the wood from the water, a polar bear leapt up from the depths and struck at the young man's head. Instinctively, he pulled the wood towards his face. The bear's huge talons were deflected. Amazingly, the creature slipped and fell back into the cold water. Not hesitating to see what the bear would do, Sammel rushed back to his small ship and returned to Bremen. A priest of Tempus later told the young man that the painting was of a sacrificial virgin. He believed that the small boat must have drifted all the way from Maer Dualdon to the Sea of Moving Ice, where it was smashed to pieces. Sammel had the wood fashioned into a shield, which he took with him on his far-reaching fishing trips until the end of his days. STATISTICS: Shield Bonus: +2 Dexterity: +1 bonus Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00HFSDFV Blessed Flank of the Virgin STATISTICS: Shield Bonus: +4 Dexterity: +3 bonus Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLDMM Myo-Myo's Gong Myo-Myo was a famous ghost hunter from T'u Lung in Kara Tur, and made her living by slaying or banishing all manner of demons and foul spirits. Myo-Myo's so- called gong is but one of her many pieces of fantastic equipment, a round black shield ringed with geometric patterns and infused with sacred power by the seven stone monks of Seven Stone Monk Temple. Once per day the shield's bearer may strike his or her weapon against Myo-Myo's gong, the resulting "CLASH!" sending out a wave of spiritual energy that rends at the forms of any evil creatures. STATISTICS: Shield Bonus: +2 Special: Spell Power: Can cast the spell Holy Smite 1/day Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00HFSDMM Myo-Myo's Holy Gong STATISTICS: Shield Bonus: +3 Special: Spell Power: Can cast the spell Holy Smite 1/day Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLDRF Red Fang's Tomb This red iron tower shield reaches nearly from the chin to the toe of the user. It is heavy even for a shield of its size, much of the weight coming from a large sculpted dragon's head set into its face - the head, wrought in the same red metal as the rest of the shield, protrudes almost like a gargoyle from a castle wall. The head is the likeness of Red Fang, one-time mount of a tyrannical warrior- king from a land long ago forgotten. When Red Fang was slain in battle, the warrior-king had the beast's soul bound to this shield so that the faithful dragon could still accompany him into battle. Once per day Red Fang's iron head can breathe a gout of searing flame at the shield-bearer's command. The warrior-king was eventually slain himself by a trio of brave heroes. Though his shield has been sighted numerous times throughout the realms, his great horned helm and mighty golden axe have yet to be rediscovered. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Agannazar's Scorcher 1/day Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 30 lb. 00HFSDRF The Death Adder's Dragon-Shield STATISTICS: Shield Bonus: +5 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Agannazar's Scorcher 1/day Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 30 lb. 00SHLD01 00SHLD02 00SHLD03 Buckler A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. STATISTICS: Shield Bonus: +1 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD04 00SHLD05 Small Shield A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a large shield allows for greater maneuverability without sacrificing too much in the way of protection. STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD07 Small Shield +1 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a large shield allows for greater maneuverability without sacrificing too much in the way of protection. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD08 00SHLD09 00SHLD10 Large Shield A large shield is carried in the same manner as a small shield. Its weight prevents the character from using his shield hand for anything other than carrying the large shield. Large shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Shield Bonus: +2 Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD11 Large Shield +1 A large shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the large shield. Large shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 15 00SHLD12 00SHLD13 00SHLD14 00SHLD15 Tower Shield This massive shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -10 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD16 Tower Shield +1 This massive shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD17 Tower Shield +1, +4 vs. Missiles Tower shield +1, +4 vs. missiles: This tower shield has been enchanted to protect the wearer against missiles of all types. STATISTICS: Shield Bonus: +3 Armor Bonus: +4 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 20 lb. 00SHLD85 Tower Shield of Spell Resistance +1 STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Resistance: 2/- Magic resistance Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD86 Tower Shield of Charm Protection +1 STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Spellward: Immunity to the spell Charm Person and Charm Person or Animal Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD87 Tower Shield of Spell Resistance STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Resistance: 1/- Magic resistance Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD88 Large Shield of Luck +1 STATISTICS: Shield Bonus: +3 Special: Saving Throw Bonus: +1 to all Saves Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD89 Large Shield of Luck STATISTICS: Shield Bonus: +2 Special: Saving Throw Bonus: +1 to all Saves Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD90 Barbarian Shield STATISTICS: Shield Bonus: +2 Special: Constitution: +1 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD91 Small Shield of Invisibility +1 STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Invisibility 1/day Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD92 Small Shield of Increased Fortitude STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Hit Point Bonus: +10 to Max Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD93 Small Shield of Fortitude STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Hit Point Bonus: +5 to Max Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD94 Buckler of Denial A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This particular buckler is slightly warm to the touch. STATISTICS: Shield Bonus: +1 Special: Spellward: Immunity to the spell Circle of Death Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD95 Sanctuary Buckler +1 STATISTICS: Shield Bonus: +2 Special: Spell Power: Can cast the spell Sanctuary 1/day Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD96 Buckler of Dexterity STATISTICS: Shield Bonus: +1 Special: Dexterity: +1 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD97 Tower Shield +2 STATISTICS: Shield Bonus: +4 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD98 Large Shield +2 STATISTICS: Shield Bonus: +4 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD99 Buckler +1 STATISTICS: Shield Bonus: +2 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 12SHLDCT Cliffs of Targos This weather-worn wooden buckler looks like it was once part of a much larger shield, but repeated blows with an axe or sword has chopped away the edges, leaving only a light-weight buckler in its place. Upon the surface of the shield is a faded symbol of the Targos Guard, depicting the great cliffs rising over the waters of Maer Dualdon. Due to its natural origins, this buckler may be used by druids. Shield Bonus: +2 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 3 lb. 12HFSDCT Cliffs over Maer Dualdon Shield Bonus: +4 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 3 lb. 12SHLDKD Knucklehead This amazing ivory-white buckler has been carved from the head of a giant knucklehead trout. It is sturdy as bone, and light as well, and it makes an effective shield. The craftsmanship of the buckler is truly extraordinary, and the worker's symbol inscribed at the bottom spells out the name, "Apsel." Due to its natural origins, this buckler may be used by druids. The temptation to go 'knuck, knuck, knuck' while wearing this shield is extremely high. STATISTICS: Shield Bonus: +3 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 2 lb. 12HFSDKD Apsel's Rolly-Polly Knuckledheaded Shield STATISTICS: Shield Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 2 lb. 12SHLDSG Sad Giant's Cap This bent-looking buckler was fashioned as a replacement kneecap for a deaf-mute stone giant named Gohji who lived in the Sunset Mountains many decades ago. Gohji was a peaceful sort, avoiding trouble when he could and only occasionally straying from his cave to gather new stones to shore up his home and forage for food. It was during one of his foraging expeditions that he surprised a group of dwarven miners of the Brueghor Clan who were new to the region. Before Gohji could raise his hands to show he meant them no harm, an enchanted warhammer shattered his knee, causing him to plummet to the ground. When the dwarves advanced to finish him off, they were brought up short by the giant's tears and they found they could not bear to kill their now-helpless foe. They brought a healer to mend his wounds, and then took Gohji (now dubbed the "Sad Giant") back to his cave. Over the next several weeks, the dwarves brought him food and forged a magical cap for his knee to help him walk again - they called it the "Sad Giant's Cap," and the friendship between the Brueghor Clan and Gohji was mortared in history. Gohji and many of the Brueghor Clan were eventually slain during an invasion of gnolls and ogres into the Sunset Mountains, and the Sad Giant's Cap was pried from his bloody body by the gnolls of the Burning Eye Clan. The cap has resurfaced in the North in the hands of a merchant from Bremen, kept as a novelty, and then was lost again when goblinoids sacked Bremen and advanced south to Targos. STATISTICS: Shield Bonus: +4 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 3 lb. 12HFSDSG Sad Gohji's Cap STATISTICS: Shield Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 3 lb. 51HFSDFO Shield of Duergar Fortitude Duergar master artisans forged this shield of dull gray steel. Invigorating energy pulses through the shield and into the wielder, steeling him or her for battle. STATISTICS: Shield Bonus: +3 Special: +15 Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 51SHLDFO Shield of Fortitude STATISTICS: Shield Bonus: +2 Special: +10 Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. ________________ 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.