Item List and Description by Dan Simpson

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Planescape: Torment (PC)
Items Listing
January 22, 2005
Version 1.11
Written by: Dan Simpson
Email: dsimpson.faqs@gmail.com
If emailing me, use this subject: Planescape: Torment Items v 1.11
(Emails that don't use this subject will be deleted, avoid using all CAPS)
Email Policy: (read before emailing me!)
=================================================================
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 FAQ, unless you specifically state that
you want it to be.
Notes
-------------------------------------------------------------------------------
The most recent version of this FAQ can be found at:
http://www.gamefaqs.com/
http://www.gamewinners.com/
I am currently working on a complete walkthrough, which has now been
released. You can find it on GameFAQs.
Planescape: Torment was released in the US on December 10, 1999.
This FAQ looks best in Courier New at about 9 points.
This Document is Copyright 2000-2001 by Dan Simpson
Planescape: Torment is Copyright 1999 by Black Isle/Interplay
I am not affiliated with 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.
-------------------------------------------------------------------------------
___________________
What's New in 1.11:
Changed my email address and small changes to the format.
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
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Table of Contents:
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Armors
Axes
Blades
Blunt Weapons
Bolts
Bracelets
Daggers
Earrings
Eyeballs & Lenses
Fist Weapons
Misc Items
Quest Items
Rings
Scrolls
Spells
Tattoos
Teeth
Useless Items
Final Words...
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Armors
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ANNAH'S VEST
Armor Class: 8
Weight: 10
Usable only by Annah
Annah's vest is similar to leather armor, but it seems more flexible and allows
her greater freedom of movement. You're not certain what creature's hide (if
any) was used to make the vest, but it seems durable enough. Three straps help
secure the front, and a staggered series of bracers run down the left arm. If
necessary, Annah can slip her punch daggers into the bracers to conceal them.
BODICE OF THE GODLESS PRIESTESS
Armor Class: 5
Special:
Memorize 3 Additional 1st Level Priest Spells
Memorize 2 Additional 2nd level Priest Spells
Weight: 5
Usable only by Fall-From-Grace
This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of
Slating Intellectual Lusts, often wears. The enchantments woven into it by
Goncalves allow Fall-From-Grace to memorize twice the number of 1st and 2nd
level spells per day as she normally could.
BODICE OF THE PERILOUS QUEST
Armor class: 5
Special: Increases Regeneration
Weight: 6
Usable only by Fall-From-Grace
This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of
Slating Intellectual Lusts, often wears. Goncalves took great care in
enchanting the weave of this particular piece of clothing; not only does it
clean itself and repair minor tears in its fabric, its magic will slowly heal
Fall-From-Grace, as well.
DAK'KON'S ZERTH ARMOR
Armor Class: 5
Weight: 25
Usable only by Dak'kon
Dak'kon's ceremonial zerth armor. It is fashioned of interlocking metal rings,
formed of the same substance that Dak'kon's blade is made of. (Unlike the
blade, however, it does not appear that the armor changes based on the mental
state of the wielder.) The armor is worn over a padded red tunic, and spiked
bracers and shoulder pads have been added to give greater protection to the
arms and upper body.
While Dak'kon's armor is similar to chain mail, it is lighter and more
flexible, allowing him to wield his sword more effectively. It seems that when
the sword and armor are used in tandem, the armor actually becomes lighter in
weight and more flexible, more like cloth than chain mail. Whether this is a
unique property of karach, or whether this is some magical effect of the two
items, is unknown.
FALL-FROM-GRACE'S CHASTITY BODICE
Armor Class: 5
Weight: 5
Usable only by Fall-From-Grace
Fall-from-Grace's bodice is made from the tanned hide of some creature. Despite
its prim and proper appearance, it does little to detract from Grace's
sensuality. The bodice possesses no known powers other than some minor
enchantments that prevent it from becoming dirty and repairs minor tears in the
fabric.
JERKIN OF THE BRAZEN ROGUE
Armor Class: 4
THAC0: +1
Weight: 12
Usable only by Annah
This piece of sturdy leather armor was clearly fashioned for a woman. It is a
piece of remarkably skillful craftsmanship; small metal plates and bands are
carefully concealed here and there over the jerkin's surface, providing a great
deal of protection without hampering mobility. The armor seems best suited for
a 'flashy' fighter who would make the full use of the free movement it would
afford them. The enchantments woven into it by Goncalves not only serve to
protect such a combatant, but aid them in their balance and the striking of
their foes, as well.
JERKIN OF THE FLITTING SHADOW
Armor Class: 6
Special:
+15% Pick Pocket Skill Bonus
+25% Stealth Skill Bonus
Weight: 8
Usable only by Annah
This piece of light leather armor was clearly fashioned for a woman. Even at a
glance one can tell it is of the highest quality; every part of it, from its
supple leather banding to its quadruple-stitched seams and padded silk lining,
speaks of impeccable craftsmanship. Goncalves wove a number of enchantments
into the lining of the jerkin so that its wearer is more prone to blend into
surrounding shadows, making them difficult to spot and often allowing them to
pass by others entirely unnoticed.
LOWER PLANES VERMIN ARMOR
Armor Class: 5
Weight: 10
Usable only by Annah
This armor has been woven from the hides of various Abyssal vermin. The
stitching thread appears to be a single white hair (though the type of creature
is unknown). There are no metal fixtures, studs, or buckles anywhere on the
armor... it is composed solely from the remains of living creatures.
VHAILOR'S MERCYKILLER ARMOR
Armor Class: 2
Weight: 75
Usable only by Vhailor
This archaic suit of armor is animated by Vhailor's life force. It bears
numerous minor dents and scratches, but otherwise, it seems to have withstood
the test of time...at least better than Vhailor's physical body.
Blades decorate the shoulders of this suit of armor, and the symbol of the
Mercykiller faction (a red dragon with its wings outspread) is emblazoned on
the chest piece.
This suit of armor is part of Vhailor... destroying Vhailor (if such a thing
were possible) would most likely result in the destruction of the armor.
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Axes
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ANTLER AXE
Damage: 2-7 Slashing
Speed: 8
Weight: 8
Proficiency: Axes
Usable only by Fighters
Primitive cultures often times used parts of animals as weapons. This appears
to be the horns of some creature that have been made into a crude battle axe of
sorts.
"ASCENSION"
Damage: 3-10 Slashing
Enchanted: +2
Special:
+2 Slashing Damage
+1 to Charisma
+1 to Armor Class
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Axes
Usable only by Fighters
Usable only by Godsmen
"Ascension" is one of the finest weapons created at the Great Foundry, the home
of the Believers of the Source. It is one of three weapons called the "Triad of
Tests", including the hammer "Reason" and the dagger "Enlightenment". The
symbol of the faction is engraved on the axe head, and the edges of the blades
are so sharp they could split a hair lengthwise. You are the first to bear this
weapon.
"AXE OF CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +3
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Axes
Usable only by Fighters
Usable only by Lawful Good characters
"Celestial Fire" is the only object that Trias had left to remind him of the
Upper Planes. The blade became an axe in your hands. It is warm to the touch,
and flames have been carved across the surface of the head. The intricacy of
the carvings is breathtaking; they are done with such skill that the axe seems
to be burning with metallic flames...someone must have spent several centuries
rendering them. The metal of the axe is unfamiliar... it is heavy, but it
shines like silver.
The axe looks several millennia old. A faint hum can be felt within it, and the
vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.
AXE OF THE JESTER
Damage: 1-2 Slashing
Enchanted: ??? [+3]
Special: ???
THAC0: ??? [+3]
Speed: 3
Weight: 2
Proficiency: Axes
Usably only by Fighters
The person who created this axe must have been mad or a genius. Only the most
skilled of smiths could have forged a weapon using Chaos Matter, the most
unstable and unpredictable element in all the planes.
Stories of this particular axe have been told and retold across the planar
universe. Heroic deeds of men defeating creatures of immense power simply by
touching the axe to the creature and of these same men dying horrible deaths
while doing simple every day tasks.
Zaknar the Simple - Defeated a devourer with a single swipe of this axe.
Crushed to death by a falling boulder in the vast plains of Tabor.
Garkon the Righteous - Struck by a mysterious discharge of energy while
fighting a cranium rat.
Kannas - Tradesman by profession. Buried alive as the stone wall the axe was
mounted on collapsed on him.
Kvry Matterson - A child of only nine seasons, was not only able to ward off a
group of marauding fire bats, he even managed to kill 2 of them!
The list of tragedies and deeds goes on and on.
BATTLE AXE
Damage: 1-8 Slashing
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters
This huge axe is a double-bladed weapon topped with a spike. The edges are
razor-sharp, and the long handle allows the wielder to put considerable force
into the swing.
BATTLE AXE OF QUALITY
Damage: 2-9 Slashing
THAC0: +1
Speed: 7
Weight: 8
Proficiency: Axes
Usable only by Fighters
Intricate runes are etched on the shaft and the blades of this axe. The edges
of the axe are razor-sharp; it looks like it would be possible to shave with
it, though that's not something that you would try until you had consumed
several tankards of ale. The handle itself is made of ironwood, and leather is
wrapped tightly around the handle to help secure the user's grip.
BLINDSIDER
Damage: 2-9 Slashing
Enchanted: +1
Special:
+2 to Armor Class
Immunity to Blindness
THAC0: +1
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters
This magnificent axe, known as "Blindsider," is truly one of a kind. It is
rumored that it was the creation of one Akyzum Yar, chief metallurgist of an
ancient empire on the Prime Material Plane. The Emperor whom Yar served, a vain
and wicked man, commissioned the creation of "a weapon of unsurpassed beauty."
After years of toiling, Yar succeeded and presented the Emperor with
"Blindsider," whereupon he was promptly put to death so that his work could
never be reproduced.
The various ores and enchantments employed in the forging of this weapon
yielded a new type of metal that is lightweight, durable, and highly
reflective. The axe earned its name from its tendency to reflect light into the
eyes of its opponent, temporarily blinding the target so that its wielder can
easily cut him down. Additionally, its wielder is granted immunity to blinding
attacks as a magical byproduct of its reflective nature.
BUTCHERER OF INNOCENTS
Damage: 3-10 Slashing
Enchanted: +2
Special:
Transfers Hit Points from Target to Wielder
+2 Slashing Damage
THAC0: +2
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters
This giant, axe-like cleaver earned its nickname while in the hands of Oswell
Breck, a butcher who once serviced the Clerk's Ward of Sigil. The chant is that
one day this affable and well-respected citizen suddenly went on a murderous
and bloody rampage that lasted ten days and ten nights. Cleaver in hand, Oswell
stalked the streets of the ward, brutally hacking down every man, woman, and
child unlucky enough to cross his path until the Lady herself intervened. It is
rumored that he suffered from a strange disease that slowly caused his body to
waste away, and it was this disease that eroded his sanity and prompted the
murder spree.
The origin of this instrument of carnage is shrouded in mystery. However, the
various wizards and scholars who examined the discarded weapon after Oswell's
mazing have catalogued the nature of its enchantment. The cleaver seems to feed
upon its victims, sucking the very life force from them and bestowing a portion
of it upon its wielder.
CRESCENT HATCHET
Damage: 2-7 Slashing
THAC0: -1
Speed: 10
Weight: 10
Proficiency: Axes
Usable by Fighters Only
This huge hatchet has a crescent-shaped head. Although an intimidating weapon,
it looks more decorative than functional: not only is it extremely heavy, but
the balance is poor and the edge is dull and pitted. Despite the difficulty in
using the hatchet in combat, the long handle allows the wielder to put
considerable force into the swing.
EDGE OF OBLIVION
Damage: 2-9 Slashing
Enchanted: +2
Special:
1-6 Cold Damage to target
+50% Resistance to Cold
+25% Resistance to Magical Cold
THAC0: +1
Speed: 8
Weight: 10
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters
When its powers are awakened and its name known, "Edge of Oblivion" becomes
entirely black...where once just the edges were ebony, now the blackness has
spread across the entire blade. The chill the blade radiates has increased
ten-fold, so much so that it is painful to hold it for too long.
"Edge of Oblivion" does disintegration damage every time it strikes an
opponent...for every wound it causes, it also disintegrates the flesh around
the target area, simultaneously cauterizing the wound as it strikes.
There is some speculation that a Sphere of Annihilation has somehow been
encaged within the axe itself, but again this is only speculation. Given that
the planes are infinite, anything is possible.
ENCHANTED BATTLE AXE
Damage: 2-9 Slashing
Enchanted: +1
THAC0: +1
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters
Closer examination of the weapon reveals a strange symbol, very faint, on the
surface of the axe head. Tracing it with your finger, there is a sudden charge,
and the axe head changes before your eyes into a silvery-looking metal.
The edge is incredibly sharp, so much so it looks like it could hack through
stone if necessary. The symbol you traced on the weapon is now glowing
brilliantly, and if anything, the axe has become even lighter than before, so
much so that you can almost wield it one-handed.
ENTROPIC BLADE
Damage: 3-23 Slashing
Enchanted: +2
THAC0: +2
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters
This strange item was in your possession after you gave the Modron Cube to the
iron golem in the Siege Tower. It looks to be a small dagger, but its surface
twists and bends as you watch, as if struggling to break free from its shape.
It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the
blade, only to resurface again minutes later.
FINAL JUDGMENT
(Cursed)
Damage: 5-15 Slashing
Enchanted: +2
Special: 1-6 Fire Damage to target
THAC0: +3
Speed: 10
Weight: 20
Proficiency: Axes
Usable only by Vhailor
Usable only by Lawful characters
This archaic double-bladed battle-axe is reminiscent of an executioner's axe;
the axe head has been forged into the symbol of the Mercykiller Faction (a red
dragon with its wings outspread...the outstretched wings have been shaped into
the blades of the axe). The axe itself is huge; even wielded two-handed, it
would require tremendous strength to use effectively. For a spectral entity,
Vhailor must be extremely strong.
This axe is as much a part of Vhailor as his armor, and the axe itself carries
part of Vhailor's essence within it. As a result, it is utterly devoted to
justice and will not allow the user to rest while "judgments" are left to be
delivered. The considerable damage it causes to an opponent is doubled if the
axe strikes a guilty or chaotic creature. Furthermore, the axe itself lends
some of its strength to the wielder, giving him added protection from attacks.
The origin of this axe is unknown. If you were to hazard a guess, the axe
gained its powers simply from Vhailor's belief. If he were to die a second
death, you don't know what would happen to it.
HATRED'S GIFT
[Cursed]
Damage: 3-13 Slashing
Enchanted: +1
Special: Berserk when used
THAC0: +1
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters
It is not exactly clear in the annals of known planar history when "Hatred's
Gift" was created, but by the bloody trail it has left across the planes seems
to have finally reached you.
The axe exists to inspire hatred in one's enemies and fill its wielder with a
berserker rage. When entering combat, the skulls along the shaft come alive,
chittering their teeth, and the teeth (remnants of fiendish victims absorbed
into the axe blade) extend outwards, biting and tearing into opponents with
each strike.
Once equipped, "Hatred's Gift" cannot be dropped unless its curse is removed.
HEARTGRINDER
Damage: 3-10 Slashing
Enchanted: +3
Special: 1-6 Electrical Damage
THAC0: +2
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters
A single teardrop of the wielder's blood, applied at the border where the axe
meets the handle, is sufficient to awaken "Heartgrinder." Once applied, the
drop of blood freckles across the blade and handle, giving it a dull red
radiance. The glow from Heartgrinder pulses, matching the heartbeat of its
wielder.
No matter what the target, Heartgrinder is a powerful weapon, capable of
tearing through nearly any defenses. Against targets with blood running in
their veins (whether their own or another's -- vampires beware), Heartgrinder
inflicts additional damage, as every stroke also smashes the target's heart, no
matter what location the axe struck.
HOLLOW AXE
Damage: 1-8 Slashing
Speed: 3
Weight: 5
Proficiency: Axes
Usable only by Fighters
This huge axe is a double-bladed weapon topped with a spike. The edges are
razor-sharp, and the long handle allows the wielder to put considerable force
into the swing.
This axe is of a different alloy than normal steel - it's *light* and easy to
swing. It causes the same amount of damage as an ordinary axe, but it strikes
much more quickly.
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Blades
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BLADE OF THE IMMORTAL
(Unique, Artifact)
Damage: 2-3 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests
This is the strange blade that the iron golem forged using a drop of your
blood. It is an ugly looking weapon, shaped so it resembles one of the symbols
on your left arm. Black veins worm their way across the surface of the metal,
and the edge looks so dull that it couldn't even cut warm butter. It pulses
slightly as you hold it, like a heart. The golem claimed this "blade" could
slay even you - provided it was used in a place that was cut off from the rest
of the Planes.
"CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +2
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Usable Lawful Good characters
"Celestial Fire" is the only object that Trias has left to remind him of the
Upper Planes. This heavy blade is warm to the touch, and flames have been
carved across the surface of the blade. The intricacy of the carvings is
breathtaking; they are done with such skill that the sword seems to be burning
with metallic flames... someone must have spent several centuries rendering
them. The metal of the blade is unfamiliar... it is heavy, but it shines like
silver.
The sword looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.
DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 3-10 Slashing
Enchanted: +1
Special: Memorize 1 Additional 1st Level Mage Spell
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.
Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 4-16 Slashing
Enchanted: +2
Special:
Memorize 1 Additional 1st Level Mage Spell
+1 to Armor Class
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.
Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 6-24 Slashing
Enchanted: +3
Special:
+2 to Armor Class
Double 1st Level Spells Memorized
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.
Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 2-9 Slashing
Enchanted: +1
Special:
+1 to Armor Class
Memorize 2 Additional 1st Level Spells
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the
githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the user's spirit is
focused, his mind clear of doubts and devoted to a single purpose, the blade
itself will react, mirroring the wielder's thoughts.
If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you
first saw it, and there is no trace of the strange shimmering surface it once
had. The edge of the blade tapers almost to a paper-thin line - despite its
flimsy appearance, it looks like it could cut through chain armor with ease.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 3-12 Slashing
Enchanted: +2
Special:
+2 to Armor Class
Doubles all 1st Level Mage Spells
Memorize 1 Additional 2nd Level Mage Spell
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the user's spirit is
focused, his mind clear of doubts and devoted to a single purpose, the blade
itself will react, mirroring the wielder's thoughts.
If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you
first saw it, and there is no trace of the strange shimmering surface it once
had. The edge of the blade tapers almost to a paper-thin line - despite its
flimsy appearance, it looks like it could cut through chain armor with ease.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 5-20 Slashing
Enchanted: +3
Special:
+3 to Armor Class
Doubles all 1st Level Mage Spells
Doubles all 2nd Level Mage Spells
Memorize 1 Additional 3rd Level Mage Spell
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the user's spirit is
focused, his mind clear of doubts and devoted to a single purpose, the blade
itself will react, mirroring the wielder's thoughts.
If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you
first saw it, and there is no trace of the strange shimmering surface it once
had. The edge of the blade tapers almost to a paper-thin line - despite its
flimsy appearance, it looks like it could cut through chain armor with ease.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 2-9 Slashing
Special: +1 to Armor Class
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. He can shape it slightly
depending on his skill, adjusting its length, sharpness of the edge. Presumably
as he gains levels, he may be able to manipulate the blade in new ways.
It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to
those who had learned to discipline themselves.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 3-12 Slashing
Enchanted: +2
Special:
+4 to Armor Class
Memorize 2 Additional 1st Level Mage Spells
Memorize 1 Additional 2nd Level Mage Spell
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. He can shape it slightly
depending on his skill, adjusting its length, sharpness of the edge. Presumably
as he gains levels, he may be able to manipulate the blade in new ways.
It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to
those who had learned to discipline themselves.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 5-20 Slashing
Enchanted: +3
Special:
+6 to Armor Class
Doubles All 1st Level Mage Spells
Doubles All 2nd Level Mage Spells
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon
On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can
the githzerai shape these elements into stable matter.
A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. He can shape it slightly
depending on his skill, adjusting its length, sharpness of the edge. Presumably
as he gains levels, he may be able to manipulate the blade in new ways.
It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to
those who had learned to discipline themselves.
This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.
GIANT SKELETON SWORD
Damage: 3-24 Slashing
Weight: 0
Useable only by Giant Skeletons
This is one of the giant skeleton's blades.
-------------------------------------------------------------------------------
Blunt Weapons
-------------------------------------------------------------------------------
BAATEZU MACE
Damage: 3-9 Crushing
THAC0: +1
Speed: 6
Weight: 10
Proficiency: Clubs
Usable only by Fighters
Made from ore found only in the wastelands of Avernus. Baatezu have created a
metal called Baatorian Green Steel. Weapons produced from this metal are
lighter and stronger than those forged of ordinary steel and tend to inflict
greater damage. Although produced in great quantities for the Blood Wars,
weapons such as these are rarely found outside of Baator.
BLIND TERROR
Damage: 1-2 Crushing
Enchanted: +2
Special:
Causes Blindness
2-8 Acid Damage
THAC0: +2
Speed: 5
Weight: 4
Proficiency: Clubs
Usable by only by Fighters
When an opponent is struck with sufficient force, acid is released thru the
spongy surface of the mace. From the resulting spray of acid, the adversary can
become temporarily blinded making him easier to hit.
BRIMSTONE HAMMER
Damage: 2-9 Crushing
Enchanted: +1
Special:
+4 Fire Damage
+25% Resistance to Fire
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters
This type of weapon, thought to be forged by the flames of the elemental plane
of fire, is extremely rare, even in Sigil. The elemental properties of the
hammer grants it wielder an increased resistance to fire and fire-based
attacks. In addition, when used in combat, the hammer deals out additional
damage when it successfully connects, searing its target with crackling flames.
"CLUB OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Clubs
Not usable by Mages
Usable only by Lawful Good characters
"Celestial Fire" was the only object that Trias had left to remind him of the
Upper Planes. The blade became a club in your hands. It is warm to the touch,
and flames have been carved all along the length of the weapon. The intricacy
of the carvings is breathtaking; they are done with such skill that the club
seems to be burning with metallic flames...someone must have spent several
centuries rendering them. The metal of the hammer is unfamiliar... it is heavy,
but it shines like silver.
The club looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.
CLUB OF NETTLES
Damage: 1-6 Crushing
Special: Causes Confusion
THAC0: +2
Speed: 3
Weight 4
Proficiency: Clubs
Usable only by Thieves
This club seems to be made from some sort of prickly plant. Small thorns adorn
the head of the club and can easily be broken off.
This particular club is one of the more favored weapons of thieves. Upon making
a successful hit on an opponent, tiny barbed thorns lodge into the skin and
cause the victim to become disoriented for a brief period of time. This allows
the thief time to safely rob and escape the victim.
CLUB OF PIERCING
Damage: 1-6 Crushing
Damage: 1-6 Piercing
Enchanted: +1
THAC0: +3
Speed: 7
Weight: 12
Proficiency: Clubs
Not usable by Mages
This is a heavy iron club that is covered with sharp spikes.
Enchantments have been placed on this club so that it can be wielded with
greater accuracy.
CORPSE LIMB #985
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages
This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As
much as the corpse's knee was rotted clean through, it looks like the
combination of thick applications of embalming fluid and rigor mortis has made
this arm almost as hard as wood. If you needed to, you could either use it to
shake someone's hand from a distance or use it to bash their skull in.
CORPSE LIMB CLUB
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages
This rotted limb looks like it has suffered a great deal since it was torn from
its owner. Nevertheless, rigor mortis has set in and made this limb almost as
hard as wood.
DEATH OF DESIRE
Damage: 2-7 Crushing
Enchanted: +2
Special:
1-6 Piercing Damage
Causes Stunning
THAC0: +2
Speed: 5
Weight: 11
Proficiency: Clubs
Usable only by Fighters
Usable only by Dustmen
This mace is used by the Dustmen to remove all desires from the living.
DEVIL'S DUE
Damage: 3-8 Crushing
Enchanted: +1
Special:
1-6 Acid Damage to target
1-6 Acid Damage to self
+2 to Armor Class vs. Piercing
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Clubs
Usable only by Fighters
This weapon has a black metal handle that seems to have grown into the narrow
skull that is affixed to its top. The metal looks as if it has grown out from
the skull, and spikes pierce through the eye sockets, jaw and from the skull
cap itself.
The "metal" is not metal at all, but the remnants of a creature's forearm that
punched through the base of the fiendish skull that now bedecks the head of
this weapon. The spikes that have pierced through the skull actually appear to
be some sort of quills from the creature's forearm.
When this weapon is used in combat and the spikes of the club penetrate a
creature's skin, acid oozes from the quills into the target, doing additional
damage. This acid also burns the hands of the user, doing some damage to the
wielder every time he strikes someone else.
The common name of this weapon is "Devil's Due." To who or what event it refers
to is unknown, but it was obviously a painful experience for the two parties
involved.
ENCHANTED HAMMER
Damage: 2-9 Crushing
Enchanted: +1
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters
This hammer bears a wounding enchantment and is much lighter than a normal
hammer, allowing it to be swung faster and do more damage in combat. Any
history or legends concerning this hammer have been eclipsed by other, more
famous weapons in the Encyclopedia Magica. Nonetheless, this sledgehammer
carries itself with a quiet dignity.
ENTROPIC BLADE
Damage: 3-23 Crushing
Enchanted: +2
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Hammers
Usable only by Fighters
This strange item was in your possession after you gave the Modron Cube to the
iron golem in the Siege Tower. It looks to be a small dagger, but its surface
twists and bends as you watch, as if struggling to break free from its shape.
It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the
blade, only to resurface again minutes later.
FIEND FEMUR
(Unique, Artifact)
Damage: 3-8 Crushing
Enchanted: +2
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Club
Not usable by Mages
Not usable by Lawful or Good creatures
This tanar'ri femur carries the last traces of a balor's essence within its
marrow. Disgraced in battle and torn apart by its fellow fiends in an
ceremonial execution, the bone has since carried with it a vengeful spite
towards all of its kind.
When the femur strikes any tanar'ri or baatezu, serrated teeth bristle up and
down the length of the bone and cause tremendous damage to any tanar'ri or
baatezu.
FOOLSMITER
Damage: 4-14 Crushing
Enchanted: +2
THAC0: +2
Speed: 10
Weight: 15
Proficiency: Hammers
Usable only by Fighters
This war hammer has a huge stone head in the shape of a rectangular block.
Faint traces of gore and blood are on all sides of the hammer's head. The shaft
is of a thick wood that looks too weak to support the hammer head's weight.
This enchanted hammer was used as a tool by the Athar at one time during their
religious persecution phase of their faction history. The magical war-hammer
"Foolsmiter" was constructed so that it did additional damage against opponents
who were particularly stupid. When it was crafted, however, the enchantment was
twisted such that if the user was less intelligent than the target struck by
the hammer, the wielder would take damage as well. For many years, the hammer
became a test rite between rival members of the Athar as a primitive (and
lethal) IQ test. It was stolen from their headquarters in the Shattered Temple
many years ago and has resurfaced once or twice across the Planes.
It is believed that the Intelligence vs. Intelligence contest the hammer once
inflicted on the wielder and his enemies has dissipated from the hammer over
time, but no one has been been confident enough to put it to the test.
"HAMMER OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Hammers
Usable only by Fighters
Usable only by Lawful Good characters
"Celestial Fire" is the only object that Trias had left to remind him of the
Upper Planes. The blade became a hammer in your hands. It is warm to the touch,
and flames have been carved across the surface of the head. The intricacy of
the carvings is breathtaking; they are done with such skill that the hammer
seems to be burning with metallic flames...someone must have spent several
centuries rendering them. The metal of the hammer is unfamiliar... it is heavy,
but it shines like silver.
The hammer looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.
HAMMER OF COMMINUTION
Damage: 4-14 Crushing
Enchanted: +1
Special: 1-6 Acid Damage
THAC0: +2
Speed: 10
Weight: 10
Proficiency: Hammers
Usable only by Fighters
Research reveals that this is a formidable weapon indeed. Far superior to a
normal sledgehammer, this war hammer (also called "The Hammer of Comminution")
delivers a devastating strike that not only inflicts crushing damage, but also
fractures any surface it contacts, whether bone, metal, or wood, inflicting
extra damage...and if the victim survives, it also "softens" him up for the
next attack.
The Hammer of Comminution was used extensively by Enote, a Doomguard priest, in
14 E.U. A philosopher who was prone to violent mood swings while debating
theology, he was known to espouse the virtues of the hammer as a means of
furthering the decay of dead matter. Whether or not what he struck with the
hammer was dead or alive before the blow is open to debate.
HAMMER OF QUALITY
Damage: 2-5 Crushing
THAC0: +1
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters
This is a finely crafted war hammer. Godsman etchings and symbology decorate
the head of the weapon and work their way down the shaft. Despite its heavy
appearance, it feels much lighter than it looks.
HEAVEN AND EARTH
Damage: 2-20 Crushing
Enchanted: +3
Special:
+3 Crushing Damage
+2 to Strength
THAC0: +3
Speed: 2
Weight: 10
Proficiency: Clubs
Usable only by Fighters
Usable only by Good characters
Usable only by Nameless One
A fearsome aura of power emanates from this massive weapon. Sharp, powerful
lines adorn the shaft of this mace, which streak directly to a perfect sphere
that serves as this weapon's contact point. Perfectly curved spikes emanate
from the perfectly-shaped sphere, yielding an image that is at once both
arresting, yet awe-inspiring. A vibrant, royal purple hue surrounds this weapon
of power.
Upon holding the weapon it is instantly apparent that only those that are pure
of heart can truly wield it.
HIGH QUALITY SLEDGEHAMMER
Damage: 1-10 Crushing
Speed: 8
Weight: 9
Proficiency: Hammers
Usable only by Fighters
This is a well-crafted hammer, well-balanced and pleasing to the eye. Don't
be fooled by its appearance - this weapon is dangerous. It requires two hands
and the desire to inflict crushing damage on your enemies.
IRON PRYBAR
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Usable only by Fighters and Thieves
This iron prybar can be used to pry open doors, chests, and even the occasional
reluctant ribcage. It also makes a good bludgeoning weapon when there's no time
for subtlety.
NOTE: To use the prybar to force a locked door or chest, select it as a weapon
then "attack" the container or door you wish to pry open. Although the prybar
is specifically intended for such use, you can attempt to bash open a container
or door with *any* weapon, including your fists.
LEG BONE CLUB
Damage: 1-6 Crushing
Special: Fragile, Breakable
Speed: 4
Weight: 2
Proficiency: Clubs
Not usable by Mages
This leg bone is heavy enough to be used as a club. It's not the height of
fashion, but it sure makes a satisfying sound when you strike someone.
Although an effective weapon, this leg bone is fragile and has a chance of
breaking if used repeatedly.
MACE
Damage: 2-8 Crushing
Speed: 7
Weight: 12
Proficiency: Clubs
Usable only by Fighters
This seems to be a standard variety mace. Used properly, this weapon can
deliver a crushing blow to an opponent.
MAUL
Damage: 1-4 Crushing
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters
Essentially a variation of the standard sledgehammer, the maul has a wedge
shape head used for splitting wood. Although, it can be used as a weapon, it is
very unwieldy and difficult to swing in combat.
PHAROD'S CRUTCH
Damage: 2-7 Crushing
Enchanted: +1
THAC0: +1
Speed: 4
Weight: 4
Proficiency: Clubs
Not usable by Mages
This rickety wooden staff has a crosspiece nailed across the top. The
crosspiece is wrapped in rags, presumably to keep the damn thing from jamming
too sharply into Pharod's armpit when he leans on it. The crutch, not
surprisingly, smells terrible, and every inch of it is covered in dirt, sewage
and various unidentifiable stains.
Something about this crutch makes you wonder - despite its fragile appearance,
it has held up rather well; you even test it with your weight and it holds you
up without so much as creaking. Considering Pharod's scavenging nature, the
crutch may have had some value beyond its surface appearance for him. It might
even be usable as a weapon.
POOR QUALITY MACE
Damage: 1-7 Crushing
THAC0: -1
Speed: 8
Weight: 13
Proficiency: Clubs
Usable only by Fighters
This mace seems to be of very poor construction. The balance and weight lend
itself to an awkward and almost erratic swing. Most likely this was constructed
by an apprentice blacksmith.
POOR QUALITY SLEDGEHAMMER
Damage: 2-7 Crushing
Speed: 8
Weight: 10
Proficiency: Clubs
Usable only by Fighters
This hammer is little more than a heavy lump of metal on the end of a stout
stick. It's powerful, yes, but the balance is poor and it's entirely
ungraceful.
"REASON"
Damage: 5-12 Crushing
Enchanted: +2
Special:
+2 Crushing Damage
+1 to Charisma
+1 to Armor Class
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Hammers
Usable by only by Fighters
Usable only by Godsmen
This enormous hammer is the third weapon in the Godsmen's "Triad of Tests"; the
other two are the axe "Ascension" and the dagger "Enlightenment". Its head is
covered with mystic runes and engraved with the symbol of the Godsmen. It
thrums in your hands. You are the first to bear this weapon.
SEVERED ARM (YOURS)
Damage: 1-8 Crushing
Enchanted: +1
Special:
+2 Crushing Damage
New Tattoos
Speed: 4
Weight: 5
Proficiency: Clubs
Usable only by Fighters and Thieves
This severed arm is as hard as a wooden club. It looks like it was severed
cleanly at the shoulder (most likely by a scythe blade), and even though it
looks many decades old, it is more petrified than rotted. It has an unhealthy
gray pallor and is covered with scars. Intricate tattoos decorate its surface,
spiraling up from the wrist all the way to the remains of the shoulder.
Upon closer inspection, you know for a fact that this arm is yours. How long it
has been lying around waiting for you is anyone's guess. You can't explain why,
but you feel like you should take this arm to a tattoo artist and have it
examined... the tattoos might tell something of what happened to your previous
incarnation when this arm was still attached to him.
SILVER-HEADED HAMMER
Damage: 1-4 Crushing
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters
This is a small war hammer. The head of the hammer is decorated with a thin
layer of silver that is dented and scratched in many places. Perhaps the hammer
was once used for ceremonial purposes.
SLEDGEHAMMER
Damage: 1-8 Crushing
Speed: 8
Weight: 10
Proficiency: Hammers
Usable only by Fighters
Primarily intended for heavy work, this huge hammer would make a formidable
weapon. Its head is of black iron, and the haft is almost as long as a man's
arm. Enchanted hammers aside, the sledgehammer is the most damaging of all
hammers.
THE JUSTIFIER
Damage: 3-12 Crushing
Enchanted: +2
Special: Increases Regeneration
THAC0: +2
Speed: 2
Weight: 2
Proficiency: Club
Usable only by Fighters
This mace looks much like any other mace - a spiked ball atop a wooden shaft,
leather handgrip with a thong to prevent losing it in the heat of battle. Where
it differs is in the Eye etched in acid on the head of the weapon, a stylized
sigil of the god Horus.
This weapon is The Justifier, a mace created in the city of Heliopolis on the
plane of Arcadia, designed to aid the followers of good and maim the followers
of evil. It can heal its owner, if asked, and will offer its opinions on
various matters.
VROCK CLUB
Damage: 4-16 Crushing
Enchanted: +2
Special: Poisons Target
THACO: +2
Speed: 3
Weight: 4
Proficiency: Clubs
Usable only by Thieves
Created from the bones of a Vrock, this club makes a formidable weapon.
WAR HAMMER
Damage: 1-6 Crushing
Speed: 6
Weight: 7
Proficiency: Hammers
Usable only by Fighters
This is a heavy war hammer. It has a long handle and a metal head that looks
like it could shape steel and crush skulls with ease.
WOODEN CLUB
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages
This crude wooden club has seen better days, but it still looks sturdy enough
to be used as a weapon.
WORK HAMMER
Damage: 1-6 Crushing
Speed: 6
Weight: 6
Proficiency: Hammers
Usable only by Fighters
This is a heavy work hammer. It has a long handle and a metal head that looks
like it could shape steel and crush skulls with ease.
-------------------------------------------------------------------------------
Bolts
-------------------------------------------------------------------------------
ACIDIC SPONGE BOLTS
Damage: 1-2 Crushing
Special: 6 Acid Damage on Impact
Speed: 10
Weight: 0
Proficiency: Missiles
The putty-like globes on the heads of these crossbow bolts are actually
dried-up aquatic sponges found in many of the great lakes of Bytopia. Seemingly
unremarkable to most scholars, these tiny sponges were accidentally discovered
to have the property of being able to absorb acids and store them in their
bodies with no harm to themselves.
As a result, great masses of these creatures were gathered and bred for use as
weapons against fiends in the Blood War. After being fed a steady diet of acid
for a few days, the sponges are harvested, dried, and covered with a resin that
keeps a soft bubble around the sponge. The sponge is then mounted on the head
of an arrow or crossbow bolt and is ready for use.
When the tip of the bolt strikes a creature with sufficient force, the resin
bubble bursts, the sponge flattens, and the target is doused with acid.
BOLTS OF ACHERON
Damage: 2-5 Crushing
Enchanted: +1
Special: Causes Stunning
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles
These enchanted bolts have been fashioned from one of the great cubes of
Acheron. According to many planar scholars, Acheron is a plane in perpetual war
with itself, where huge cubes the size of continents float through the ether
and smash against each other. On the surface of these cubes, legions of
soldiers wage war on each other, swarming from cube to cube and attacking
whoever else they can find. The plane is filled with the ringing of steel and
the great thundering impacts of the cubes striking each other.
These bolts carry a portion of Acheron's heart within them. When these bolts
strike an opponent, they do so with so much force that the impact has the
potential to stun an opponent and leave him helpless for a period of time.
BOLTS OF KESSEK THE DEVOURER
(Minor Artifacts)
Damage: 4-8 Piercing
Enchanted: +2
THAC0: +4
Speed: 5
Weight: 0
Proficiency: Missiles
Also called "Kessek's Teeth," the head of these enchanted bolts are made of
bone and have two long fangs curving out from the center. When one of these
bolts strikes an opponent, the fangs takes on a life of their own and begin
eating their way slowly and painfully through the victim's body.
According to legend, Kessek was a bariaur chieftain on the Outlands who was
forced to watch his people starve during a winter storm in the Cleft of Tears
many centuries ago. Trapped in the Cleft because of heavy snows, he sent scouts
from his tribe out to seek aid from his neighbors, the province of Ohinru.
Learning of the bariaurs' plight, the merchant princes of Ohinru saw an
opportunity to wipe out the "nomadic pests" and claim their lands for their
own. The bariaur scouts were executed and their heads mounted on the walls so
that, "the vultures might feed while the bariaurs starved."
When the storms cleared and more than half of his tribe had died of starvation,
Kessek finally learned what had happened to his scouts. Consumed with an insane
fire, he fashioned a sheaf of bolts from the teeth and bones of his people who
had starved to death. Once he had finished, he traveled to Ohinru in the night
and fired his bolts blindly in the city streets, the name of each bariaur that
had died whispered on his lips as he released each shaft.
Each bolt he fired twisted in flight, hungrily searching for a victim and each
found one... then another, then another. The night was filled with the choked
screams of the citizens of Ohinru as the devourers claimed their bodies.
When dawn touched the city, the vultures fed again. No trace of Kessek could be
found.
The bolts of Kessek the Devourer can still be found scattered across the
planes. It is said that for each victim the bolts claim, that another bolt is
born... with the same hunger as the first.
BOLTS OF WHISTLING DOOM
Damage: 4-16 Crushing
Enchanted: +2
THAC0: +2
Speed: 10
Weight: 0
Proficiency: Missiles
These bolts have somehow captured the deadly harmonic of Pandemonium and then
added insult to injury by imprisoning an enraged air elemental inside the head
of the bolt. When one of these bolts strike an opponent, the head shatters, and
the air elemental is released. The elemental will whip around the opponent in a
frenzy, making one strike before it vanishes.
BOLTS OF WINCING
Damage: 2-9 Piercing
Enchanted: +1
Special:
2-9 Slashing Damage on Impact
Increases Chance of Critical Hits
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles
These crotch-shaped bolts have been enchanted with one thing in mind:
emasculation. When fired, they home in on the most vulnerable point on a
victim's body, sink into the flesh, then the head of each bolt scissors
outwards, making it nearly impossible to pull out and increasing the damage
considerably. The name of the bolts comes from the reactions of spectators
after the bolts are fired.
JAGGED BOLTS
Damage: 3-6 Piercing
Enchanted: +1
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles
These enchanted bolts have a series of jagged black runes traced along the
shaft. When fired, the runes rise upwards like spines, forming an additional
row of vicious edges that tear into a target.
NORDOM'S CROSSBOWS
Damage: Varies According to Ammo
Enchanted: +1
THAC0: +1
Speed: 10
Weight: 7
Proficiency: Missiles
Usable only by Nordom
Nordom's home plane of Mechanus is driven by great clockwork gears. Tending
these gears and making sure they run smoothly are given to creatures called
"gear spirits." These gear spirits have the ability to turn themselves into
almost any tool or common mechanical device... even crossbows. Nordom's two
crossbows are actually two gear spirits, and they seem to have willingly fled
with him from Mechanus.
Their duties are so essential to the smooth functioning of Mechanus that the
modrons have officially assigned these spirits to the various gears. While the
gear spirits love the gears they tend so much, their servitude to the modrons
rankles them, making them somewhat disgruntled. As a result, there are tales of
gear spirits that leave the great gears of Mechanus, leaving their duties for a
while to sample the Planes beyond their own. Most likely, Nordom's two
crossbows caught this wanderlust, and they now piggyback along with him,
peppering any hostile creature they see with crossbow bolts. The gear spirits
can make endless supplies of these bolts, so there is never any need for Nordom
to reload unless he wishes to fire new crossbow bolts.
The crossbows occasionally make small clicking and rattling noises. They seem
to be talking to each other, but their conversation is indecipherable. They're
most likely discussing the finer points of crossbow mechanics.
NORDOM'S CROSSBOW BOLTS
Damage: 2-5 Piercing
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles
Usable only by Nordom
Nordom's crossbow bolts are created by his gear spirit crossbows. The exact
process they use to create them is unknown, but there does seem to be an
infinite supply of them... the gear spirits seem to be able to make as many as
needed on demand. Whenever the crossbow strings are pulled back, a new crossbow
bolt is there and ready to be fired.
The bolts vanish after they strike an object or once they reach their maximum
range, then they disintegrate. If they should strike a creature with metal
armor, then the crossbow bolts will actually chip away at the metal, reducing
the target's armor class. This seems to be a natural ability of the gear
spirits.
RULE-OF-THREE CROSSBOW BOLTS
Damage: 6-15 Piercing
Special: Head Splits into Three on Impact
Speed: 10
Weight: 0
Proficiency: Missiles
These crossbow bolts are the work of a twisted mechanical genius. Just beneath
the head of each bolt is a small catch, that when pressed, unlocks the head of
the bolt, allowing it to divide. From what you can tell, once the bolts are
unlocked, the pyramid-shaped heads are carefully fashioned so that each one
splits into three on impact. Each triangle-shaped fragment then tears a
different route through the target's body, wreaking havoc on his internal
organs.
WINGED BOLTS
Damage: 3-6 Piercing
THAC0: +1
Speed: 5
Weight: 0
Proficiency: Missiles
These head of these bolts have been carved to resemble a pair of feathered
wings. The bolts are extremely light and look more like arrows than crossbow
bolts. Although not magical, they are more accurate and do more damage when
they strike an opponent than standard crossbow bolts.
ZEPHYR BOLTS
Damage: 2-5 Piercing
Enchanted: +1
THAC0: +1
Speed: 10
Weight: 0
Proficiency: Missiles
These crossbow bolts have heads with grooves cut into the sides. They do no
more damage than normal crossbow bolts, but they bear a minor enchantment that
allows them to correct their path in flight, making them more likely to hit an
opponent.
-------------------------------------------------------------------------------
Bracelets
-------------------------------------------------------------------------------
BELL'S SHIELD
Special:
+3 to Wisdom
+25% Magic Resistance
Memorize 1 Additional 1st Level Priest Spell
Memorize 1 Additional 2nd Level Priest Spell
Memorize 1 Additional 3rd Level Priest Spell
Memorize 1 Additional 4th Level Priest Spell
Memorize 1 Additional 5th Level Priest Spell
Memorize 1 Additional 6th Level Priest Spell
Weight: 0
Usable only by Fall-From-Grace
The engravings on this bracelet are nothing short of beautiful. The
craftsmanship reflects the skilled work of the Meh 'gahmi Sah 'ma nomadic
tribes. This bracelet was carved for their greatest warrior-priestess, Bell,
who sought to bring peace to the greater southern plains region. The
enthralling purple stones inset along the bracelet give off a soft, warm, royal
purple glow.
BRONZE BRACELET
Weight: 0
This thick bronze bracelet is heavy, simple, and uninteresting. You could
probably sell it to a local merchant for a bit of coin.
DREAD BOND
Special:
Immunity to Panic
+1 to Strength
Weight: 3
Usable only by Fighters and living creatures
Legend has it that this bracelet was created by Nacek the Sadistic. Tiny razor
sharp spikes cover the entire surface of this item injecting small amounts of
rare reagents into the blood stream of the user. The effect of these chemicals
causes the user to feel a constant adrenaline rush of strength.
DUSTMAN EMBALMING CHARM, GREATER
Invokes: "Embalming, Greater"
3 Charges
Weight: 0
Usable only on Nameless One and Morte
This intricate metal bracelet has directions inscribed on the side of it.
Judging from the text, it appears that the bracelet works by being held by a
living creature, then while pronouncing a mantra to the 'True Death,' it is
touched to the forehead of a zombie or skeleton. When this is done, the
enchantment held within the item spreads through the corpse, strengthening
their bones, killing traces of corpse rot and/or grave mold, and helping to
seal minor tears in the skin.
It appears that this bracelet has been forged with a great deal of skill and
care. Presumably it is more powerful than some of the standard embalming
charms.
DUSTMAN EMBALMING CHARM, LESSER
Invokes: "Embalming, Minor"
3 Charges
Weight: 0
Usable only on Nameless One and Morte
This strange metal bracelet has directions inscribed on the side of it. Judging
from the crude text, it appears that the bracelet works by being held by a
living creature, then while pronouncing a mantra to the 'True Death,' it is
touched to the forehead of a zombie or skeleton. When this is done, the minor
enchantment held within the item spreads through the corpse, strengthening
their bones, killing traces of corpse rot and/or grave mold, and helping to
seal minor tears in the skin.
NOTE: This item will work on either you or Morte. Simply place it in your quick
item slot, then use it from the quick menu on Morte (or have Morte use it on
you) in order for it to take effect. When cast, the target gains +2-8 temporary
hit points and a temporary bonus of +1 AC for a "half-hour." The extra hit
points will heal the target if he is less than max hit points or they will give
him bonus hit points for a half-hour.
GOLD BRACELET
Weight: 0
Although this bracelet is of fine gold, it bears no ornamentation or
engravings. Despite its simplicity, it is bound to be worth something to a
local merchant.
INTESTINAL PHYLACTERY
Invokes: "Heal"
Special:
+9 to Base Hit Points
+2 to Armor Class
Weight: 2
Usable only by living creatures
This ropy mass of bloody intestines is yours; Ravel pulled them quickly and
painlessly out of your body when she reverted to "Marta" during your
conversation in the Black-Barbed Maze. The fluids surrounding these intestines
have congealed into a slick resin, and holding them is like holding a dry,
rubbery cord. You have to admit it makes you uncomfortable to see them outside
of your body.
Ravel... Marta... WHOEVER that insane hag was... mentioned that these
intestines would serve as a powerful charm; it looks like when they are wrapped
around one's wrist like a phylactery, they give the wearer a portion of your
immortal endurance, increasing the person's pain threshold and armor class.
Furthermore, you may call upon this phylactery's power to fully heal a target
three times - even when this ability is exhausted, the intestines will still
remain.
You have to confess, however, no matter what blessing these intestines bestow,
they look pretty damn gross when worn as a bracelet.
MAGUS GUARD
Armor Class: 6
Weight: 2
Usable only by Mages
Considered standard equipment for any adventuring mage, bracelets such as these
can be found across the planes. Judging by the markings on this particular
bracelet it appears to have been made in a style quite common to Sigil. Various
glyphs of warding are meticulously carved along the surface producing an almost
hypnotic effect when looked at. When worn this bracelet protects the wearer
from normal attacks as if they were wearing scale armor.
MAGUS SHIELD
Armor Class: 4
Weight: 2
Usable only by Mages
This bracelet is a variation of the Magus Guard. Essentially using the same
spells and glyphs as its predecessor, the Magus Shield is better able to focus
the energy of the enchantments placed upon it.
SILVER BRACELET
Weight: 1
This thin circlet is of fine silver, with a series of beautiful engravings
surrounding its exterior. It is bound to be worth something to a local
merchant.
SPIDER BRACELET
Special:
+25% Resistance to all Normal Attacks
+10 to Base Hit Points
-1 to Intelligence
-1 to Wisdom
Weight: 0
Usable only by Thieves
In actuality this is a living spider not jewelry. When attached to ones wrist,
the spider will sink its fangs into the users flesh and feed from the host,
providing both beneficial and detrimental effects.
TARNISHED SILVER BRACELET
Weight: 1
This tarnished silver bracelet has a number of dents and scratches on it. It
doesn't look old, but it looks as if it has seen a lot of use. Despite its
appearance, it might be worth a few coins to a local merchant.
-------------------------------------------------------------------------------
Daggers
-------------------------------------------------------------------------------
ADAHN'S DAGGER
Damage: 2-5 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests
This is a gift you received from Adahn when you bid him farewell in the
Smoldering Corpse Bar. It's a featureless metal dagger with a gold plated hilt.
It is difficult to get a feel for its balance, as it is almost weightless. The
dagger blade itself is made of some strange metal that shifts as you watch it,
changing from silver, to bronze, to gold.
BACKBITER
Damage: 2-5 Piercing
Enchanted: +1
Special:
+1 Piercing Damage
+10% Stealth Skill Bonus
THACO: +1
Speed: 1
Weight: 1
Proficiency: Edged
Usable only by Thieves
Crafted specifically with the adept cross-trader in mind, this magical blade
masks the approach of the wielder by muffling any sounds he or she might make
in passing, thus improving his or her chances of approaching a target by
stealth.
BONE DAGGER
Damage: 1-6 Piercing
Enchanted: +1
Special: +1 Piercing Damage
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
The blade of this dagger seems to be made from the bone of some creature. The
edge of this blade is extremely sharp.
CHAOS FEATHER
Damage: 2-5 Piercing
Enchanted: +1
Special:
Panics target
Fragile, Breakable
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
This feather is ash-gray, fading to black around the edges. It is much larger
than a bird feather, and it creates an unpleasant tingling sensation when held
for more than a minute.
Examination of the feather reveals that is the feather from a Vrock, one of the
many races of tanar'ri that fill the Abyss. The Vrock resemble huge vultures,
and they are often used as socuts for the tanar'ri forces in the Blood War.
This particular feather is believed to have been taken from a Vrock shaman, who
is reported to have died by simply disbelieving himself. Possessed of a certain
mental imbalance and with an odious habit of devouring his followers to gain
strength, this barmy Vrock was rumored to be capable of causing others of his
flock to behave erratically -- much more so than for a normal tan'nari. He
convinced many of his flock to tear off their wings and take up burrowing in
the ground. Other times, he preached the virtues of honesty as being more evil
and destructive than any lie. When he disintegrated, only the feather was left
behind as testament to his fevered existence. Some of the shaman's residue is
believed to reside in this "Chaos Feather."
The Chaos Feather, when used in combat as a dagger, inflicts a minor amount of
damage (about the same as a conventional dagger) and has the power to confuse
any target it strikes. Creatures struck by the feather may be stunned, run
away, or attack their allies.
Most tan'nari consider the feather to be a sacred object. Vrocks will kill
anyone possessing it in order to retrieve it.
"DAGGER OF CELESTIAL FIRE"
Damage: 3-18 Piercing
Enchanted: +3
Special:
+2 to Armor Classs
+10 Fire Damage
+10% Resistance to Piercing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Not usable by Priests
Usable only by Lawful Good characters
"Celestial Fire" is the only object that Trias had left to remind him of the
Upper Planes. The blade became a dagger in your hands. It is warm to the touch,
and flames have been carved across the surface of the surface. The intricacy of
the carvings is breathtaking; they are done with such skill that the dagger
seems to be burning with metallic flames...someone must have spent several
centuries rendering them. The metal of the dagger is unfamiliar... it is heavy,
but it shines like silver.
The dagger looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.
"ENLIGHTENMENT"
Damage: 2-7 Piercing
Enchanted: +2
Special:
+2 Piercing Damage
+1 to Charisma
+1 to Armor Class
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Daggers
Not usable by Priests
Usable only by Godsmen
The second weapon of the Godsmen's "Triad of Tests" - "Ascension" and "Reason"
are the other two weapons in the triad - this dagger is slim, perfectly
balanced, and light as a feather. The symbol of the Godsmen is engraved along
the blade, and the entire weapon seems to shiver as if in anticipation. You are
the first to bear this weapon.
ENTROPIC BLADE
Damage: 3-23 Slashing
Enchanted: +2
THAC0: +2
Speed: 7
Weight: 7
Proficiency: Edged
Usable only by Fighters
This strange item was in your possession after you gave the Modron Cube to the
iron golem in the Siege Tower. It looks to be a small dagger, but its surface
twists and bends as you watch, as if struggling to break free from its shape.
It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the
blade, only to resurface again minutes later.
FIEND'S BLOOD DAGGER
(Cursed)
Damage: 3-8 Piercing
Special:
Poisons Target
-4 Save vs Spells
Causes user to go Berserk in Combat
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests
Years of being embedded in the flesh of a fiend have imbued this once ordinary
dagger with qualities best left with their kind. Blood of the fiend has infused
itself with the dagger causing it to feel slightly warm to the touch.
When in combat the user of this dagger can hear a constant chittering in the
back of his mind causing him to lose all self-control making him unstoppable in
combat, but vulnerable to spells.
The history of this dagger is for the most part unknown. More than likely some
berk perished while fighting the fiend, losing his dagger as well as his life.
For now the name is but a description, it has yet to earn a proper title.
GREEN STEEL DAGGER
Damage: 2-5 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests
This slim dagger has been forged out of the famed Baatorian Green Steel. Found
only in the wastelands of Avernus, this peculiar green ore can be tempered into
metal much lighter than normal steel. In addition, Green Steel weapons tend to
retain their remarkably fine edges and are capable of dealing out more damage
than their standard counterparts.
GREEN STEEL KNIFE
Damage: 1-4 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests
This razor sharp knife has been forged out of the famed Baatorian Green Steel.
Found only in the wastelands of Avernus, this peculiar green ore can be
tempered into metal much lighter than normal steel. In addition, Green Steel
weapons tend to retain their remarkably fine edges and are capable of dealing
out more damage than their standard counterparts.
HIGH QUALITY STILETTO
Damage: 1-4 Piercing
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests
This slim dagger is a beauty among its kind. It is a one-handed thrusting
weapon.
IRON SPIKE
Damage: 1-3 Piercing
Speed: 2
Weight: 2
Proficiency: Edged
Not usable by Priests
This is a crude iron spike, covered with rust. If necessary, you could use it
as a dagger.
JAGGED KNIFE
Damage: 1-3 Slashing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
This hooked knife has a thick double-edged blade and a curved wooden handle.
Judging from the shape of the blade, it looks like this knife is used primarily
as a surgical tool.
KAARLAC'S KNIFE
Damage: 1-3 Slashing
Special: Doubles all 1st Level Mage Spells
Speed: 1
Weight: 1
Proficiency: Edged
Usable only by Mages
The final achievement of one Kaarlac Cragenmoor, this enchanted knife is a boon
to those who practice the mystic arts. Kaarlac, ever one to aspire to
greatness, sought to create a magic item that could retain an imprint of a
portion of his memory -- particularly the short term memory that contained his
considerable spell repertoire. He theorized that, if successful, he could
effectively double the amount of spell knowledge he could retain at any given
time. Unfortunately, the enchantment was beyond his capability and in the
midst of his fervent casting, Kaarlac went mad and plunged the knife into his
own chest. His sacrifice, however, was not in vain, for the knife possesses
enough of the intended enchantment to bestow upon its wielder the ability to
memorize twice the number of first level spells.
KNIFE
Damage: 1-3 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
This knife has a four-inch blade, with a plain handle of bone.
"LAST RESORT"
(Cursed Artifact)
Damage: 1-2 Slashing
Enchanted: +3
Speed: 10
Weight: 1
Proficiency: Edged
Not usable by Priests
This small dagger looks fragile, but a series of jagged teeth line the edge of
the blade. The hilt itself is covered with dried blood, most likely the blood
of the users who held the weapon and were unable to release their grip.
Research indicates that this cursed dagger has had many names, the most
prominent of which was "Last Resort." When equipped, the user cannot release
the grip until death, or until the curse is lifted by spell or divine
intervention. Although the dagger is slower than most two-handed weapons and
the damage it inflicts is comparable to a scratch, it is rumored to be able to
hurt almost any creature it strikes, no matter what the creature's plane of
origin or its defenses. One planewalker who had freed herself from its curse
actually chose to travel with it, figuring that in any instance where she *had*
to use it couldn't be worsened by having it in her possession.
MAD SPLINTER
Damage: 2-5 Piercing
Enchanted: +1
Special:
Poisons Target
Fragile, Breakable
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
This is a dagger-shaped fragment of stone taken from the statue of
Gangroighydron. It bears a powerful enchantment -- each time someone is stabbed
by the splinter, they have a chance of being Cursed. It is most likely that the
fell curse trapped upon Gangroighydron's lips has soaked into the very stone of
his petrified form, and 'poisons' those the splinter stabs with his malicious
magic.
NOTCHED DAGGER
Damage: 1-6 Piercing
Enchanted: +2
Special: +2 Piercing Damage
THAC0: +2
Proficiency: Edged
Not usable by Priests
This dagger has various notches strategically placed about the blade. When used
correctly, this dagger has the ability to catch incoming blows from bladed
weapons.
PHANTOM DAGGER
Damage: 1-6 Piercing
Enchanted: +3
Special: +3 Piercing Damage
THAC0: +3
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
As if of its own volition, this dagger seems to reach out to its enemies,
instinctively finding the most vulnerable spots on any creature..
POOR QUALITY STILETTO
Damage: 1-2 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
This squat dagger, while ideally a thrusting weapon, looks like it would be
better used as a paperweight. It is not sharp or well-balanced, and might
actually hinder you in combat.
PORPHATYS BLADE
(Cursed)
Damage: 1-6 Piercing
Enchanted: +3
Special:
1-6 Acid Damage
Beserk
THAC0: +3
Speed: 0
Weight: 1
Proficiency: Edged
Not usable by Priests
The acids of Porphyatys, the fifth layer of Carceri, are dangerous to more than
a body's physical form - they tear at his mind and soul, eating away at his
reason. Weapons forged in this heart of betrayal do the same thing to their
owners, but too many believe that the acidic powers of a weapon created in
Porphatys are worth the risk.
RAVEL'S FINGERNAIL
(Unique, Artifact)
Damage: 2-7 Piercing
Enchanted: +2
Special: 2-12 Poison Damage
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests
This twisted fingernail of extruded night hag skin has got to be one of the
ugliest things you have ever seen. Its mottled green, red, and black surface is
almost a foot long, and it seems like it was used alternately as a scratching
aid, nose-picking tool, and gardening trowel. Looking at it makes you wish that
Ravel did chew her nails. Or at least had a nail file with her in the maze.
RUNEBLADE
Damage: 1-4 Piercing
Special +50% Resistance to Magic
THAC0: -4
Speed: 1
Weight: 1
Proficiency: Edged
Usable only by Mages only
Created by a legendary guild of battle mages known as "the Scarlet Seers,"
these enchanted blades were specifically designed as a defensive countermeasure
against opposing spellcasters. The tiny runes etched into the blade are
powerful wards that offer the wielder increased resistance against all types of
magic. Unfortunately, with its emphasis on magical defense, the weapon's
awkward design makes it virtually ineffective in physical combat.
RUSTY DAGGER
Damage: 1-3 Piercing
Special: Fragile, Breakable
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
This is a small rusty dagger. Its blade is chipped and the hilt is loose; it
doesn't look like it will stand up to repeated use without breaking.
SCALPEL
Damage: 1-3 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests
This simple surgical cutting tool looks like it's seen a lot of use.
NOTE: To equip the scalpel, left click it to pick it up, then drop it on the
player character's portrait or in his weapon slot.
SILVER FORK
Damage: 1-2 Piercing
Speed: 2
Weight: 0
Proficiency: Edged
Not usable by Priests
This is a silver dining fork. Its tines are especially sharp. Upon further
consideration, it might be able to be used as a dagger, though it most likely
wouldn't do any more damage than a conventional dagger. It might prove useful
against creatures damaged only by silver weapons.
SILVER HAIRPIN
Damage: 1-2 Piercing
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests
This is a thin silver hair pin. The tip is extremely sharp.
STEAK KNIFE
Damage: 1-3 Slashing
Special: Fragile, Breakable
Speed: 2
Weight: 0
Proficiency: Edged
Not usable by Priests
This is a common steak knife. You're sure if this dagger could talk, it would
have many long-winded stories about cooking and carving large haunches of meat.
STILETTO
Damage: 1-3 Piercing
Speed: 2
Weight: 1
Proficiency: Edged
Not usable by Priests
This is a short dagger with a slender blade.
SWORD OF WH'YNN
(Unique, Artifact)
Damage: 2-7 Slashing
THAC0: +1
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests
The Sword of Why'nn - also known as the Cheater's Blade - looks more like an
ornamental dagger than a combat-worthy blade. Though not particularly well
balanced, it has been enchanted with powerful magicks and is thus more
effective in battle than a more 'common' knife. The Sword of Wh'ynn's greatest
power, however, lies in its ability to let its bearer cheat: by merely holding
the 'sword' aloft in a suitably melodramatic pose, its owner will beat whatever
game the artifact's been found in.
"THE EVISCERATOR"
(Unique, Artifact, Cheat)
Damage: 4-80 + 20
+20 to hit
+20 to Armor Class
Sets all Stats to 25
Weight: 0
Speed: 1
Proficiency: Edged
This unholy weapon is obviously intended for Quality Assurance to massacre any
creature in their path as quickly as possible.
WIDOWMAKER
Damage: 3-7 Piercing
Enchanted: +2
Special:
+2 Slashing Damage
Poisons Target
+25% Resistance to Poison
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Usable only by Thieves
Tempered with the lethal venom of the dreaded hook spider, the magical
properties of this blade, known simply as "Widowmaker," are much sought after
by practicing assassins throughout the Planes. The poison that has been
magically and permanently infused into the dagger immediately infects those cut
by it. Additionally, the wielder of "Widowmaker" immediately develops an
improved resistance to poison simply from holding the blade.
-------------------------------------------------------------------------------
Earrings
-------------------------------------------------------------------------------
AMBER EARRINGS
Special:
+2 to Armor Class
Memorize 2 Additional 1st Level Mage Spells
Weight: 0
Usable only by Mages
Usable only by Nameless One
These earrings are made from hardened sap of the razor vine. When properly
prepared, items made from this substance can be enchanted with powerful spells
of protection.
ANARCHIST EARRING #1
Special: +1 to Charisma
Weight: 0
Usable only by Nameless One
This earring is one of four, each with its own special ability. They are
designed to enable the wearer to escape detection from the law, or to persuade
others to aid the Anarchist in his pursuit of freedom for all. Note that these
earrings, while useful, are not exactly subtle in declaring allegiance to the
Revolutionary League.
This particular earring makes you more attractive, more persuasive, and better
able to infiltrate the strongholds of the overweening power structure.
ANARCHIST EARRING #2
Invokes: "Blindness"
Weight: 0
This earring is one of four, each with its own special ability. They are
designed to enable their wearer to escape detection from the law, or to
persuade others to aid the Anarchist in his pursuit of freedom for all. Note
that these earrings, while useful, are not exactly subtle in declaring
allegiance to the Revolutionary League.
This particular earring causes blindness in the target creature. Use it
carefully.
ANARCHIST EARRING #3
Special: Immunity to Panic
Weight: 0
This earring is one of four, each with its own special ability. They are
designed to enable their wearer to escape detection from the law, or to
persuade others to aid the Anarchist in his pursuit of freedom for all. Note
that these earrings, while useful, are not exactly subtle in declaring
allegiance to the Revolutionary League.
This particular earring allows its user to function with a clear mind against
the terrors of enemies.
ANARCHIST EARRING #4
Invokes: "Pacify"
Weight: 0
This earring is one of four, each with its own special ability. They are
designed to enable their wearer to escape detection from the law, or to
persuade others to aid the Anarchist in his pursuit of freedom for all. Note
that these earrings, while useful, are not exactly subtle in declaring
allegiance to the Revolutionary League.
This particular earring allows its owner to overpower its target with a mental
barrage, leaving the target weak-minded and vulnerable.
ANCIENT COPPER EARRING (CLOSED)
Weight: 0
Unusable (Closed)
This copper earring looks ancient. Oddly enough, there doesn't seem to be a
hook or any means of actually attaching it to your ear. A series of strange
grooves have been carved on the inside of the earring, however, which might
merit a closer examination.
NOTE: If you're ever capable of examining an object further, or performing an
action on the object outside of the world screen, a "USE" button will appear
for the object on this examine screen. This button allows you to manipulate it
through a dialogue screen. If you wish to examine the grooves on the earring
further, select the USE button below.
ANCIENT COPPER EARRING (HOLLOW)
Weight: 0
This ancient copper earring has a series of grooves cut along the inside.
Although there doesn't appear to be an obvious way to wear it, it can be
unlocked by hooking your fingernail into the third groove from the top and
pressing inwards.
Not only does this allow the earring to be worn, but it also opens up a hollow
compartment inside the earring where messages or other small items can be
stored. The earring might be worth more to a merchant as a result.
CHAINED-TEETH EARRINGS
Special: +5% Open Locks Skill Bonus
Weight: 0
Usable only by Thieves
Perhaps the idea that Annah would wear anything solely for ornamental value
makes you suspicious of these earrings.
Upon closer examination, you discover these thin metal earrings are actually a
series of well-crafted lockpicks. If need be, you can unhook them and use them
to pick open stubborn locks.
NOTE: These earrings will only add to your Open Locks skill when they are
equipped.
COPPER EARRING
Weight: 0
This crude copper circlet looks like it was the victim of an eager lover... or
something that enjoys eating metal... for it is bent on one side and bears
teeth marks.
CRIMSON SPHERE EARRING
Special:
+10% Resistance Fire
+5% Resistance to Magical Fire
Weight: 0
Not usable by Ignus
This small red gem set into this earring acts like a heat sponge, protecting
the wearer from heat or flame attacks. Whenever the wearer is exposed to fire,
the gem draws some of the heat into itself, shielding its wearer from part of
the damage.
It is rumored that each of these earrings holds a tiny fire mephit inside, and
that they are so starved for heat that they will drink deep of any fire in the
vicinity. This has never been proven, mostly because no one really cares to
investigate the matter.
DUSTMAN EARRING
Special:
+30% Resistance to Cold
+30% Resistance to Magical Cold
+30% Resistance to Fire
+30% Resistance to Magical Fire
+2 Saving Throw vs. Death Magic
Weight: 0
Usable only by Dustmen
This earring has the smell of ash and dust about it and is icy cold to the
touch. When worn, the earring shields the wearer from temperature extremes,
granting the wearer partial resistance to heat and cold. Furthermore, the
earring also protects the wearer from mind-influencing magics and magics that
attack the body, including paralyzation and death magic.
The earring signifies the wearer's allegiance to the Dustmen and can only be
worn by a member of the Dustman faction. According to rumor, this earring helps
dull the Dustmen to the effects of the outside world.
FALL-FROM-GRACE'S EARRINGS
Special:
+1 to All Saving Throws
+5% Resistance to Magic
Weight: 0
Usable only by Females
These are Fall-From-Grace's earrings. They give her a slight amount of
protection from spells and other magic, and like almost everything else, they
look really good on her.
GOLD EARRING
Weight: 0
This simple gold pendant may have once hung from a nobleman's ear.
INDEP EARRING
Special:
+1 to Armor Class
+1 to All Saving Throws
+1 to Save vs. Spells
Immunity to Confusion
Weight: 0
Usable only by Indeps
This barbed earring marks the wearer as a member of the Indep faction. This
earring is the home of an independent spirit which accompanies the wearer and
does its best to protect him from harm. Whenever possible, the spirit gives its
wearer a mental nudge to get them out of harm's way... the tiny counseling
spirit provides the user with +1 to all Saving Throws, and its mere presence
gives the wearer an additional bonus to avoid spells and confusion effects.
Many of these enchanted items were made in the bazaars of Sigil by a
silversmith from Oerth, who had found a way of shaping metal in such a way that
it attracted 'free spirits' to the metal and caused them to take up residence
there. The spirit is not bound to the earring by any means; from what scholars
have determined, there is something about the earring that the spirits find
"cozy."
OBSIDIAN EARRING
Special: +10% Stealth Skill Bonus
Weight: 0
Usable only by Thieves
This small earring is made from polished obsidian. Despite the smoothness of
its surface, it reflects no light whatsoever.
Commonly referred to as "a rogue's best friend," the black gem this earring is
made from possesses magical properties that absorb light, making it easier for
its wearer to move undetected in the shadows.
RULE-OF-THREE EARRING
Minor Copper Blessing
Weight: 0
You received this small earring from folding a note in the mouth of one of the
walking corpses in the Mortuary. It's a beautiful earring, but despite its
beauty, all it seems to do is remind you how strange this world you've woken up
in is.
This earring carries a minor blessing from one of the gods of wealth on some
backwater prime world; when held in the hand and the word "copper" is
whispered, it gives the wearer 33 copper commons. This blessing can be used
three times before the enchantment is exhausted.
SILVER EARRING
Weight: 0
This simple silver circlet earring has faint engravings on its surface, but you
can't make out the designs.
SILVER EARRING
Weight: 0
This is a small silver earring you recovered from the drunken harlot outside
the Smoldering Corpse Bar.
STINGER EARRING
Special:
+2 to Armor Class
+2 to Armor Class vs. Piercing Attacks
Weight: 0
This earring has been made from the hardened shell of a segmented, larva-like
creature. Its shell has been treated with some sort of glazed finish that makes
it look disturbingly alive. The wire that hooks to the ear looks like it is
part of the larva itself, perhaps its stinger or antenna.
To activate the earring's power, the wearer must prick his thumb with the
stinger, allowing it to bond with its new owner. When "awakened," this earring
helps protect the wearer from attacks, giving the wearer's skin the same
strength and durability of the larva's shell.
-------------------------------------------------------------------------------
Eyeballs & Lenses
-------------------------------------------------------------------------------
ANGLE-LESS EYE
Special:
+1 to Armor Class vs. Missile Attacks
-1 to Armor Class vs. Crushing Attacks
+10% Detect Traps Skill Bonus
THAC0: +1
Weight: 0
At first glance, this glass eye seems a poor replacement for a real one.
However, when inserted into an empty eye socket facing inwards, its power
awakens.
Although the eye dulls the wearer to colors and sights, it increases his
awareness of angles and shapes, giving the wearer greater accuracy with weapons
and giving him a greater chance of dodging incoming missile attacks.
Furthermore, mechanical traps stand out to the wearer's vision, making it
easier to spot and disarm them.
The user becomes more vulnerable to crushing attacks, however - some of the
fragility of the glass eye seems to be transferred to its wearer.
BEER GOGGLES
(Cursed)
Special:
Intoxicates Wearer
Immunity to Panic
-1 to Damage
+10 to Base Hit Points
THAC0: -1 to Missile Weapons
Weight: 0
Usable only by Modrons
Apparently, some modron once foolishly asked a wizard what it was like to be
intoxicated, and these goggles were fashioned. When this lens is equipped, the
wearer becomes "braver," "stronger," but can't see targets too well, reducing
his chances to hit and damage an enemy.
EYEBALL
Weight: 0
This is your eye. It looks like it's seen better days.
EYE OF VECNA
(Cursed Artifact)
Special:
Doubles all 1st Level Mage Spells
Doubles all 2nd Level Mage Spells
+35% Resistance to Magic
+4 Save vs. Death Magic
-3 to Wisdom
-3 to Intelligence
Weight: 0
Many tales are told of the arch-lich Vecna.
It is said that Vecna was one of the Planes' mightiest sorcerers, able to draw
life from dust and send it back again, extinguish lives with a glance, and make
the earth shudder beneath his touch. He was said to be so powerful that when
the end of his life drew near, death refused to take him into its kingdom.
And so Vecna died, yet lived on.
Abandoned by death, Vecna became the master of a vast kingdom on a prime world
called Oerth. Neither kind nor just, Lord Vecna's rule was one of great horror
and suffering, and it is said his reach was so great that even the Powers of
Oerth feared to cross him for fearing of drawing his eye.
Yet, while Vecna's gaze traveled ever outward in search of new conquests, he
failed to see his own end when it came for him... in the form of his
lieutenant, Kas.
As was fitting for Vecna's left hand servant, the arch-lich had fashioned a
terrible weapon for his lieutenant as a symbol of his authority. Vecna made
this weapon with such skill it is said that part of the sorcerer entered the
blade, and it was this sliver of Vecna that gave the blade its life and its
treacherous nature. Where once there was lifeless steel, there became thought,
intent, and, perhaps most horrible of all, a voice.
The sword whispered treacheries to the ambitious Kas, night upon night, month
upon month, year upon year, until one night, the remains of Kas' discipline was
seduced by the rippling edge of the blade. Convinced by his blade that he was
Vecna's superior, Kas confronted his dread master upon his Dessicated Throne,
and the two of them fought a terrible battle.
During the battle, Kas was killed, but before he fell, his blade had
dismembered his former master, scattering his remains so that no one may draw
them together again. And so it has come to pass that pieces of Vecna have made
their way across the Planes... one of these is the Eye of Vecna. It carries
with it a bloody, violent history, so much so that many scholars refuse to
speak of its treacheries, for fear the eye will come to them, seeking to add
another victim to its bloody chronology.
The Eye of Vecna was instrumental in the extermination of the House of Hyeric,
once the ruling dynasty in Nyrond. It is said to have been behind the sundering
of the Conclave of Tyssis-on-the-Sea, which led to the three-cycle war that
poisoned the seas of Malhatai and left the oceanic world barren of life. On the
ashen Plane of Ghalentir, it possessed the gentle father of Sasaran, a babe
with the potential to lead his suffering people from their shadowed lands to
the Gates of Paradise... had not the eye drove Sasaran's father to murder his
son as he lay sleeping in his crib. All these kingdoms, all these futures, the
Eye of Vecna laid waste.
The Eye's powers are said to shift with each new owner, but one thing is
certain: no good ever comes from whoever has the misfortune to possess it. It
is destined to betray its wearer at a critical moment, failing him when he
needs its power the most.
GLASS EYE
Special: -1 to Damage with All Attacks.
THAC0: -1
Weight: 0
This glass eye is a poor replacement for a real one. The wearer's depth
perception is impaired while this eye is worn.
KALEIDOSCOPIC EYE
Invokes: "Chromatic Orb" when held
Special: Equipped
+1 to All Saving Throws
+1 to Save vs. Spells
+5% Resistance to Magic
Weight: 0
Usable only by Good creatures
This shimmering jewel is actually the corpse of a radiance spirit from the
Upper Plane of Elysium. When these creatures pass away, they leave their
shimmering husks behind. These husks are often mistaken for jewels or
semi-precious stones. Their essence is still that of harmony and goodness, and
they can only be employed by a creature whose heart is filled with good
intentions.
The kaleidoscopic eye can either be wielded in the hand or placed in an empty
eye socket, depending on whether its owner wishes to use it for defense or
offense. When held, the user may summon its power to harness ambient light,
twist it, then turn it against his enemies.
When placed in the owner's eye socket, the eye grafts itself to the wearer's
skull and helps shield its new owner. It absorbs a portion of the energies from
incoming attacks and provides proof against all manner of magical attacks.
When the Kaleidoscopic Eye's offensive power is exhausted, it cracks and turns
to dust.
LENS OF CONFOUNDING
Special: +2 to Armor Class
Weight: 0
Usable only by Modrons
This scope possesses a strange ability; it clouds the eyesight of anyone who
intends to harm the wearer, making him seem blurry and indistinct to his
enemies. The Lens of Confounding makes the wearer harder to hit, giving him a
bonus to their Armor Class.
LENS OF INHERENT VICIOUSNESS
Special: +2 to Damage
THAC0: +2 to Missile Weapons
Weight: 0
Usable only by Modrons
This snap-on magnifying lens somehow seems inherently vicious to you. You can't
really explain why this is... you have a strange feeling it's looking at you
sometimes, sizing you up.
LENS OF PERSPICACITY
Special:
+1 to Damage
+1 Save vs. Spells
+3 to Lore Skill
THAC0: +1 to Missile Weapons
Weight: 0
Usable only by Modrons
This powerful lens heightens the perceptions and the thoughts of the wearer
when worn. It grants the wearer enhanced deduction abilities, the knowledge of
spell-casting (and how to thwart it), and also gives any missile attack greater
range and damage.
LENS OF SEEING DOUBLE
Special: +8 to Damage
THAC0: -2 to Missile Weapons
Weight: 0
Usable only by Modrons
This bizarre bubble shaped scope has two lenses mounted side by side. When
looking through it, everything appears double, which makes it difficult to
distinguish which target is the real one.
The benefit of the lens, however, is any projectile the user fires at a target
IS doubled while he is wearing the lens. When equipped, any projectile fired by
the lens-wearer splits into two, doubling its damage.
LENS OF THE BAT
(Cursed)
Special:
Induces "Blindness"
-4 to Damage
THAC0: -4 to Missile Weapons
Weight: 0
Usably only by Modrons
Whether a joke or the result of a bizarre experiment, some insane machinist
dabbling in the Art has crafted a lens that "gifts" the user with the vision of
a bat. The inventor must have wanted to force the user to appreciate the
perspective, as the lens cannot be removed without a Remove Curse spell.
LENS OF THE HORIZON
Special: -50 to Lore Skill
THAC0: +5 to Missile Weapons
Weight: 0
Usable only by Modrons
This aqua-marine lens of this scope is a drop of water of Oceanus. The water
drop has been frozen with the reflection of the Elysium's skies on its surface,
giving anyone who looks through it the ability to see objects at an incredible
distance. It increases the wearer's chance to hit, but it reduces their ability
to look closely at objects.
MAGNIFYING LENS
Special:
+10 to Lore Skill
-2 to Damage
THAC0: -2 to Missile Weapons
Weight: 0
Usable only by Modrons
This snap-on lens is good for examining things up close, but makes for a poor
sighting scope.
NORDOM'S OCULAR
THAC0: +1 to Missile Weapons
Weight: 0
Usable only by Modrons
This snap-on magnifying lens serves as a sighting scope for Nordom's crossbows.
It improves his accuracy and looks really intimidating when he slides it down
over his left eye.
"OPTIX"
(Cursed Minor Artifact)
Invokes: "Knock"
Special:
+2 to Damage
+15% Critical Hit Chance
+1 Luck
THAC0: +2 to Missile Weapons
Weight: 0
Usable only by Modrons
Nordom's Crossbows are not the only gear spirits to have fled from Mechanus -
Optix, a somewhat older and more curmudgeonly gear spirit, has been living his
last few centuries in an alchemy lab in Sigil. When the alchemist passed away,
Optix moved on to various odd jobs, including keg taps, cuckoo clocks,
metronomes, corkscrews, and so on, never settling very long in one place. His
most recent form, that of a sniper scope, seems to content him for now.
Although Optix is an irritating nag to the two younger crossbow gear spirts, he
*has* studied the physiology of creatures throughout the Planes. The two
youngsters grudgingly admit (with reluctant, strained clicks) that his advice
on how to aim for the eyes and other vital areas of creatures is quite
valuable.
Although it runs contrary to his nature, Optix can actually force itself to be
charming to other small mechanical devices... just not for too long . While in
Nordom's possession, Optix can be convinced to 'talk' to any locks you
encounter and try to persuade them to unlock. This ability is the equivalent of
a Knock spell, but it can only be used a certain number of times before Optix
gets fed up and refuses to do it anymore.
Another unfortunate aspect of Optix's presence is that once he's "comfortable,"
he doesn't like to come off. A Remove Curse will be needed to pull him off of
Nordom's head if he becomes too irritating.
RETRACTABLE SCOPE
Special: +1 to Damage
THAC0: +2 to Missile Weapons
Weight: 0
Usable only by Modrons
This intricately designed sighting scope folds up into itself when not in use.
When activated, it clamps into place over the user's left eye and immediately
begins tracking any targets in range with a series of low, threatening
*clicks.* The tracking system gives the user greater accuracy with missile
weapons and makes projectiles more damaging.
STEALTH LENS
Special:
Phases Wearer
+4 to Armor Class
+2 to Armor Class vs. Missile Weapons
+2 to All Saving Throws
+50% Resistance to Missile Weapons
Weight: 0
Usable only by Modrons
This scope looks as if it's missing its lens, but in fact, the lens itself is
displaced in space: if you use your peripheral vision, you can make it out a
few feet to your left, just hanging in space.
When this scope is equipped, a portion of the wearer phases out, and he becomes
EXTREMELY difficult to hit with missile weapons or spells. Furthermore, the
wearer is just hard to see, period; it's almost like he's not all there.
Depending on who's wearing this lens, it may complement his personality just
fine.
THE FIENDISH EYE OF KALEM'DARR
(Minor Artifact)
Special:
+2 Charisma
+5% Resistance to Fire
+5% Resistance to Magical Fire
+5% Resistance to Gas Attacks
+5% Resistance to Cold
+5% Resistance to Magical Cold
-1 Wisdom
Weight: 0
A well-known and respected fiend from the Lower Planes, Kalem'Darr was a member
of the Fated faction in Sigil. His businesses were spread far and wide, and it
was said he had a glittering touch, for every enterprise he undertook was
successful. He planned carefully, took few risks, and prospered. Occasionally,
he was forced to collect on debts - which could be bloody undertakings, but in
the end, he always received his payments.
One day, one of his debtors came to Kalem'Darr and told him he could not settle
his debt with coin... but would provide something of greater worth, if the
fiend was interested. The man was a hedge wizard of little power, but he
claimed he knew the ways of blessing a businessman's eye so that no opportunity
would ever escape his sight. Kalem'Darr, both greedy and intrigued, agreed to
accept the enchantment as payment.
It worked... too well, as perhaps the wizard has intended.
Kalem'Darr's enchanted eye soon saw opportunities *everywhere.* Too many to be
exploited, and many others the fiend did not know HOW to take advantage of.
What his "blessed" eye saw, his hands made broken - every opportunity he tried
to take advantage of, his ineptitude mangled. His businesses fell apart, his
financial empire crumbled. He soon found himself in debt to his fellows, who
had little sympathy for their former competitor.
Kalem'Darr, unable to bear his reversal of fortune, finally plucked the
offending eyeball from his socket and placed it within a cube of glass upon his
mantle-piece. Then one day... the eye simply vanished.
It is said the eyeball itself saw a better opportunity as a free agent, but
this has never been proven.
When placed within an empty eye socket, not only does the fiendish eye grants
the wearer a trace of Kalem'Darr's fiendish immunities, it also grants the
wearer a bonus to their dealings with others, allowing them to thread their way
through a conversation and take what they need. Still, the blinding array of
opportunities the eye presents to the wearer blinds him to the opportunities he
does take, reducing how much he learns from his experiences.
TIME'S EYEPIECE
Special:
+2 to Armor Class
+2 to Armor Class vs. Missile Weapons
THAC0: +3 to Missile Weapons
Weight: 0
Usable only by Modrons
This snap-on magnifying lens gives the wearer the ability to see a few seconds
into the future, allowing them to anticipate where an opponent will be and
dodge incoming attacks. Archers and snipers will have a maddeningly hard time
trying to pin down anyone wearing this lens.
-------------------------------------------------------------------------------
Fist Weapons
-------------------------------------------------------------------------------
ANNAH'S PUNCH DAGGERS
Damage: 1-4 Piercing
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Annah
Annah's common weapons are a pair of jagged dagger blades mounted on iron
knuckles. The blades are well-oiled and razor-sharp; in addition, their
relatively small size allows them to be concealed quickly when a guard patrol
makes a sudden appearance.
ASSASSIN'S KNUCKLES
Damage: 1-10 Piercing
Enchanted: +3
Special:
Causes Stunning
Silence
Poison
THAC0: +3
Speed: 1
Weight: 1
Proficiency: Fists
Usable only by Thieves
A totally redesigned version of ordinary iron knuckles, these knuckles have
long razor sharp blades attached to them.
In addition, powerful spells have been placed on this weapon to better assist
any would be assassin. When used correctly this weapon will stun an opponent
making him easier to hit. A spell of silence is also placed on the victim to
prevent him from crying out for help or in the case of mages from casting
spells. To finish the job, the blades are coated with an exotic poison to
ensure a quick death.
ENCHANTED PUNCH DAGGERS
Damage: 1-4 Piercing
Enchanted: +1
Special: +1 Piercing Damage
THAC0: +1
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves
This weapon is a pair of jagged dagger blades mounted on iron knuckles. The
blades have jagged edges to allow them to dish out additional piercing damage
when the wearer strikes an opponent. In addition, the blades have been
magically enhanced to increase the damage incurred.
ENTROPIC BLADE
Damage: 3-23 Slashing
Enchanted: +2
THAC0: +2
Speed: 1
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves
This strange item was in your possession after you gave the Modron Cube to the
iron golem in the Siege Tower. It looks to be a small dagger, but its surface
twists and bends as you watch, as if struggling to break free from its shape.
It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the
blade, only to resurface again minutes later.
FALL-FROM-GRACE'S KISS
Drains Hit Points, Gives Hit Points to Grace
Speed: 1
Weight: 0
Proficiency: Fists
Usable only by Fall-From-Grace
This is Grace's secondary (special) power. It drains six points of health and
gives them to Grace.
FALL-FROM-GRACE'S TOUCH
[Default Weapon]
Damage: 1-3 Slashing
Speed: 1
Weight: 0
Proficiency: Fists
Usably only by Fall-From-Grace
This is Grace's basic attack. It does slight slashing damage (1-3).
FIST
(Default Weapon)
Damage: 1-3 Crushing
Speed: 1
Weight: 0
Proficiency: Fists
NOTE: Your fist is your default attack. Although the amount of damage you can
do with your fists is relatively small, you can attack quickly and the damage
you do *is* affected by your Strength.
Your punches are lethal; you CAN kill with repeated blows. As long as you have
not filled up all your quick weapon slots, you can always select 'fist' as your
current weapon.
FIST IRONS
Damage: 2-4 Crushing
Speed: 1
Weight: 1
Proficiency: Fists
Not usable by Mages
This crude iron bar is designed to slip over the fist, with the thick portion
resting in the palm and the iron ring facing outwards, over the knuckles. While
wearing these fist irons, a single punch can shatter someone's jaw.
NOTE: Many weapons in Torment do similar amounts of damage... but the *type* of
damage each weapon does varies. Some creatures are more vulnerable to certain
types of damage than others; if your current weapon isn't doing much damage
against a creature, chances are it is resistant to it. Switch off weapons and
see which one works best.
"GAUNTLETS OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Fist
Usable only by Fighters and Thieves
Usable only by Lawful Good characters
"Celestial Fire" was the only object that Trias had left to remind him of the
Upper Planes. The blade became a pair of gauntlets in your hands. They is warm
to the touch, and flames have been carved across the knuckles of the gloves.
The intricacy of the carvings is breathtaking; they are done with such skill
that the gauntlets seem to be burning with metallic flames...someone must have
spent several centuries rendering them. The metal of the gauntlets is
unfamiliar... it is heavy, but it shines like silver.
The gauntlets look several millennia old. A faint hum can be felt within them,
and the vibration becomes stronger when they touch human flesh. Not
surprisingly, the "Gauntlets of Celestial Fire" can be wielded only by those
with sufficient strength and purity of heart. When used in combat, the
"Gauntlets of Celestial Fire" burst into a holy radiance that burns any evil
creature they strike in combat.
GAUNTLETS OF RENDING
Damage: 2-7 Slashing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 1
Proficiency: Fists
Usable only by Fighters and Thieves
These leather gloves give the user the ability to use his hands like claws.
When the wearer attacks a foe with his hands, long black talons lance forth
from the fingers of the gauntlets and allow the user to rake an opponent for
additional slashing damage. When the wearer is not attacking, the talons recede
back into the gauntlets...although they seem to do so reluctantly. When the
talons are not extended, the gauntlets appear to be nothing more than sti |