Baldur's Gate 2:  Shadows Of Amn Item Description FAQ
By:  "DTJAAAAMJS"
E-Mail:  DTJAAAAMJS@Yahoo.com
Version:  5.0
Last Updated:  10/07/00

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

-Amulets
-Battle Axes
-Bracers
-Cloaks
-Daggers
-Gems
-Girdles
-Halberds
-Heavy Crossbows
-Helmets
-Ioun Stones
-Long Swords
-Maces
-Miscellaneous
-Robes
-Short Swords
-Spears
-Staves
-Two-Handed Swords

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



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

Necklace of Form Stability
Necklace of Form Stability
Dydaar'a of the Altered was a witch of great temper who rewarded the 
slightest insult with harsh punishment.  Often this meant several weeks 
transformed into some form of wild beast, which of course earned her 
many enemies.  It is recorded that she once fought a mage named Maxell 
who had previously suffered such a fate.  For his return he had prepared 
this necklace, designed to prevent her changing his form, but he could 
not shield those around his as well.  Apparently an impromptu army of 
farmers-turned-bears eventually overwhelmed him.
STATISTICS
Special Abilities:  +5 bonus to all saves vs. polymorph



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



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



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

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



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



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

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

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

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

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

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

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

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



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

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



Halberds
----------
Dragons's Bane +3
Halberd +3:  Dragon's Bane
This was the weapon of Thorvin Dukal, one of seven self-proclaimed 
Dragonslayers who spent years railing against what they called "an 
insidious dragon infestation that threatened Faerun."  Thorvin had this 
weapon enchanted at great expense and used it on many occasions, though 
of dragons only a single white has fallen to it.  The Dragonslayers met 
their match in a cantankerous ancient red who slew the entire group in 
an epic battle.  This weapon did not end up in the beast's hoard 
however, as the creature returned to its lair to recuperate and when it 
emerged the field of combat was well scavenged.
STATISTICS:
THAC0:  +3 bonus
Damage:  1D10 +3, +6 vs. dragons
Damage type:  piercing
Weight:  12
Speed Factor:  9
Proficiency Type:  Halberd
Type:  2-handed
Requires:  13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief



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



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

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

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

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

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



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



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

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

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



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



Miscellaneous
----------
Acorns
These are the dryads' magical acorns that you obtained off of the 
duergar leader, Illyich.

Air Elemental Statue
This statuette depicts the swirling form of an air elemental.

Black Spider Figurine
Black Spider
This black spider figurine fits in the palm of your hand.  When the 
command word is spoken the figurine comes to life as a semi-intelligent 
spider called Kitthix.  The spider wil obey its master's commands for 
the duration of the spell or until slain.  After five minutes, 
regardless of whether the spider lived or died, the figurine returns.  
It takes a day to recharge the figurine.
STATISTICS
Special Abilities:  Summons a huge spider for five minutes, once each 
day.  The spider can Phase during combat.  Kitthix can also use it's Web 
Tangle ability, which sprays a stream of webbing at one target.  If the 
target fails its save, it will be held by the webbing for 2 rounds.  
Kitthix's melee attack is poisonous.

Energy Cells
These are the cells that powered Rielev's life support unit.  They would 
most likely work for other units as well.

Flail Head (Acid)
This is one of three flail heads belonging to Lord Arnise.  Not all 
three heads are required to assemble the flail.

Flail Head (Fire)
This is one of three flail heads belonging to Lord Arnise.  Not all 
three heads are required to assemble the flail.

The Genie's Flask
This flask is an exact replica of Malaaq's flask

Gesen Bow Shaft
Part of the Gesen Bow
This is one part of the Gesen Bow, a powerful short bow created by Gesen 
Khan... and used on its own creator when it was stolen by the Shadow 
Thieves.  Legend relates that the bow fires bolts of lighting instead of 
arrows, and it has been highly sought in the past by Shadow Thieves for 
used by their assasins and by Cowled Wizards for study.

Golden Arm and Leg
The leg and arm bones of a skeleton made of solid gold.  An unmistakable 
sense of evil pollutes the very air around the bones.

Hand
This is a desiccated hand that you found in the sewers.  Despite the 
moisture the flesh has not rotted away.

Harp of Discord
Harp of Discord
Even the most talented bard cannot get this harp to play in tune.  Each 
stroke of the harp's strings results in a harsh, off-key note.  If the 
bard attempts to play a proper ballad upon the harp, its magical effects 
are released.  All creatures, other than the bard and his/her party must 
make a saving throw vs. spells or be confused for thirty seconds.
STATISTICS
Special Abilities:  3 times a day can cause confusion to all creatures 
within listening range (save vs. spells to avoid the confusion).  The 
bard and fellow party members are not affected by the confusion.
Usable By
Bards

Horn of Blasting
Horn of Blasting
While many army engineers spent their time perfecting siege equiptment, 
Julius Baggar delved into magical tomes for his engineering insights.  
Therein he found ancient scriptures that detailed how to make, control, 
and wield sound waves.  The Horn of Blasting was his first and only 
attempt at taking the theoretical magical knowledge to create a 
practical new technology.  An apprentice blew through the Horn, aimed in 
the direction of Julius who insisted on a 'useful experiment'.  The 
resulting shockwave that emanated from the Horn first stunned and then 
tore poor Julius apart.
STATISTICS
Special Abilities (once per day):  Sonic wave, everyone in area takes 2-
20 hit points damage and are stunned for two rounds (save vs. 
paralyzation for half and to avoid being stunned)

Human Flesh
This is a tunic made from the badly sewn together flesh that you took 
from the Tanner's house in the Bridge District.  If completed it may 
make seviceable armor, albeit only the most evil of humans could wear 
such a vile item.

Inspector's Body
it's somewhat difficult to tell but you suspect that this is the body of 
Inspector Aegisfield.  It looks as if the tanner caught him off guard 
when the inspector entered the house to investigate your findings.

Mastery Orb
If one only knew how to use it, this mastery orb would give power over 
any who wear a thrall collar.  As it is, the only thing that you could 
do would be to find some way to destroy the orb and free the thralls.

Piece of Red Cloth
This is a piece of red cloth that Tirdir claimed to have torn off of his 
captor's clothing.  Perhaps you should keep watch for a man in red as 
you move through the city.

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

Pommel Jewel of the Equalizer
A Piece of the Equalizer
This is a part of the Equalizer, a great long sword forged long ago as a 
tool for balancing the powers of the universe.  Also known as the 'sword 
of neutrality', it did greater damage the further the target's alignment 
was from True Neutral.  The Equalizer was last rumored to have been 
wielded by the elven hero Alaine Greenleaf, who was lost during a voyage 
to the Underdark.  Other rumors have, however, proposed that the blade's 
pommel gem was stolen by an escaped slave who returned to the surface 
world.

Portal Gem
A portal gem is used to open up portals between the planes.  Few know 
how to use these gems and they are said to occasionally have undesirable 
side effects.  This particular gem was found on an altar in the house of 
Mekrath.

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

Rift Device
The mysterious Rift Device.  This rod is said to be so destructive that 
it was cursed by the gods and buried deep within the Earth.  The ancient 
god Amaunator and his worshippers were charged with the task of guarding 
it.  Amaunator's fading Avatar has allowed you to use it with the 
expressed purpose of destroying the Unseeing Eye.  The Avatar asked that 
you return it when your task is done, as it would be exceptionally 
dangerous to bring this device above ground.

Rift Device Part
This is the first part of the Rift Device rod.  This section of the rod 
is highly coveted by the Unseeing Eye.

Rod of Resurrection
Rod of Resurrection
This rod enables anyone to resurrect the dead as if they were of high 
enough level to cast the resurrection spell and if they were a priest.  
No rest is required, as the rod bestows the life giving effects.  Each 
use of the rod expends one charge.
STATISTICS
Special Abilities (one charge):
Resurrection

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

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

Thrall Collar
This collar is used to dominate and enslave any individual who wears it.  
The slaves, or thralls, are usually controlled by the bearer of the 
Mastery Orb.  Once worn, the collar's power cannot be broken except 
through the use of a Remove Curse spell or the destruction of the 
mastery orb.

Wand of Cloudkill
This wand emits a vapor bubble that travels towards the target exploding 
into a deadly cloud of noxious gas that expands to fill an area roughly 
20 feet in radius.  The cloud will instantly kill any creature with 4 HD 
or less with no saving throw.  Any creature with 5 to 6 HD must make a 
saving throw or be slain.  Creatures with greater than 6 HD simply take 
1-10 damage for every round that they remain within the cloud.  The 
cloud will dissipate after approximately 1 turn.
STATISTICS:
Effects:  1-10 damage per round
1-4 HD:  Instant death no save
5-6 HD:  save vs. spell or instant death
Range:  60 ft.
Area:  20' radius
Duration:  1d4 turns
Not usable by:
Fighter
Cleric
Druid
Thief

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

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

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

Wave Shaft
Part of the Wave
This is a piece of the Wave, a powerful halberd created as a weapon of 
vengeance by a cult worshipping Umberlee.  It apparently draws water out 
of its victims, and is able to slay creatures of fire almost instantly.  
Tales say the Wave was lost long ago to the fire giants of the Storm 
Horn Mountains, but was eventually found by the adventurer Arganon of 
the Long Reach.  He either lost the weapon to a wager in in the planar 
city of Sigil, or it rests with his bones when his ship was sunk during 
a great storm in the Sea of Swords.  No one knows for sure.

Wooden Stake
A sharpened, wooden stake that is marked with the holy symbol of Selune.  
Legend has it that staking a vampire will put them permanently to 
rest... although likely the vampire would have to be immobile (at rest) 
in order to do so properly.



Robes
----------
Robe of Vecna
Robe of Vecna
This robe doesn't even have close to the power that the two famous 
artifacts, the Hand and Eye of Vecna possess.  Still, from simply being 
worn by the powerful lich, the robe absorbed enough magical energies to 
become a potent magic item.
STATISTICS:
Equipped Abilities:
AC:  base set to 5
Improves casting speed by 4
+10% Magic Resistance
Weight:  3
Only usable by:
Mage (single, dual, & multi-class)



Short Swords
----------
Kundane +2
Kundane +2:  Sword of Quickness
Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his 
peers.  In his loneliness he spent many hours alone on the hills 
overlooking Trademeet.  A nearby wizard, Galloma discovered the youth 
and found in him a kindred soul.  The two fast became friends; master 
and apprentice.  Galloma died before Dramnek's tutorage could be 
completed however and the youth found himself once more alone in the 
world.  Eventually he made his way to the streets of Athkatla.  There he 
became a cutpurse, augmenting his thieving skills with the little magic 
he'd learned from Galloma.  Eventually he crafted this sword, which 
enhanced Dramnek's weak physical body.  This weapon has no speed factor.
STATISTICS:
THACO:  +2 bonus
Damage:  1D6 +2
Damage type:  piercing
Weight:  2
Speed Factor:  0
Proficiency Type:  Short Sword
Type:  1-handed
Requires:  5 Strength
Not Usable By:
Druid
Cleric
Mage



Spears
----------
Spear +1, Halcyon
Halcyon Spear +1
The electrum plated shaft of this weapon hums with magical power.  
Occasionally blue bolts of energy run down the length of the spear, 
charging it.  In battle when it hits an opponent it strikes for 
additional electricity damage.
STATISTICS
THAC0:  +1 bonus
Damage:  1D6 +1, +1 electricity damage
Weight:  3
Speed Factor:  5
Proficiency Type:  Spear
Type:  2-handed
Requires:  5 Strength
Not Usable By:
Cleric
Mage
Thief



Staves
----------
Shaman's Staff
This is a Staff of Goodberries that belonged to the Kobold Shaman in the 
sewers below the slums.
STATISTICS
Abilities
Creates Goodberries once per day
Damage:  1D6
Damage type:  crushing
Weight:  3
Speed Factor:  1
Proficiency Type:  Quarterstaff
Type:  2-handed



Two-Handed Swords
----------
*Note: ????? stands for the Main Character's name.*

Sword of Chaos +2
Sarevok's Sword of Chaos
The blade of Sarevok, brother of ?????, used in the battle they fought 
in faraway Baldur's Gate.  ????? prevailed, destroying Sarevok's plans 
and rescuing the Sword Coast from the brink of war.  The sword itself 
defies identification, likely forged specifically for Sarevok to best 
focus the infernal energy he hoped to control.  Much of its power died 
with him.
STATISTICS:
Abilities: each hit drains one hit point from the target and transfers 
it to the wielder.  This will not heal beyond the wielder's maximum.
Damage:  1D10 +2
THAC0:  +2 bonus
Damage type:  slashing
Weight:  10
Speed Factor:  8
Proficiency Type:  Two Handed sword
Type:  2-handed
Requires:  14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Monk



Thanks
----------
Shout outs to the following people:
Tiffany a/k/a J.C. Chasez (Shuh-zay NOT Cha-zez!), Julia a/k/a The 
Biggest Eskimo In Town, Andrew a/k/a Moo, Anthony a/k/a Ony, Alisha 
a/k/a Ali, Austin a/k/a The Baby Austin, Meghan a/k/a Basil, Jessica, 
Sonja (I love both of you), Ma, Da, Grandma, Grandpa, Oreo, Ong Noi, Ba 
Noi, Uncle Tam, Uncle Bao, Auntie Bay, Auntie Diu, Uncle Tony, Auntie 
Sau, Auntie Nam, Uncle Tri, Peco, Justin Randall, "Loud" Lou, Fred, 
Henry-D, Denniz, and last but certainly not least...I'd like 
to thank GameFAQs for posting this guide. If I forgot you...just because 
you're not on this doesn't mean you're not in my heart! 



Version History
----------
1.0- 09/26/00 I WILL do a better job on this FAQ
2.0- 09/28/00 A few more items were added
3.0- 09/30/00 The last update for September
4.0- 10/03/00 I'm two days late, but happy birthday, Tiffany
5.0- 10/07/00 A couple of items were put into the FAQ

Feel free to contact me if there are any mistakes or questions.

This document Copyright 2000 "DTJAAAAMJS"
I do not give my permission for this guide to be used for anything 
unless you have asked me. If you would like to use it, please contact me 
at DTJAAAAMJS@Yahoo.com. Thank you.
