Baldur's Gate 2:  Shadows Of Amn Item Description FAQ
By:  "DTJAAAAMJS"
E-Mail:  DTJAAAAMJS@Yahoo.com
Version:  9.0
Last Updated:  10/13/00

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
-Clubs
-Daggers
-Flails
-Gems
-Girdles
-Halberds
-Heavy Crossbows
-Helmets
-Ioun Stones
-Katanas
-Long Swords
-Maces
-Miscellaneous
-Morning Stars
-Necklaces
-Plate Mail
-Robes
-Rings
-Scimitars
-Short Swords
-Slings
-Small Shields
-Spears
-Staves
-Throwing Axes
-Tomes
-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%

Bloodstone Amulet
Amulets are usually magical devices that are commonly worn around the 
neck, suspended from a chain.  The type of chain that comes with an 
amulet generally increases the item's aesthetic value, not its magical 
properties.  Only one amulet can be dangled from the neck at a time.

Harper Amulet
All of the Harpers that you have met in this area were wearing one of 
these amulets.  Perhaps it somehow identifies one as being a Harper.  
Could there be a section of this building that can only be accessed by 
Harpers?

Sensate Amulet
Sensate Amulet
This amulet originates in the city of Sigil where is was forged the by 
the Society of Sensation.  It was given out to the most loyal sensates, 
to protect them when they traveled the Planes looking for new 
experiences.
STATISTICS
While Equipped:
+5 bonus to hit points
+2 bonus to charisma
Permanent protection from evil
Usable By:
Cleric



Battle Axes
----------
Battle Axe
The most common version of the battle axe is a stout pole about four 
feet in length with a single-edged, trumpet-shaped blade mounted on one 
end.  Battle axes are also called broad axes.
STATISTICS:
Damage:  1D8
Damage type:  slashing
Weight:  7
Speed Factor:  7
Proficiency Type:  Axe
Type:  1-handed
Requires:  10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

Battle Axe +1
The most common version of the battle axe is a stout pole about four 
feet in length with a single-edged, trumpet-shaped blade mounted on one 
end.  Battle axes are also called broad axes.  This is a magical axe.
STATISTICS:
THAC0:  +1 bonus
Damage:  1D8 +1
Damage type:  slashing
Weight:  7
Speed Factor:  6
Proficiency Type:  Axe
Type:  1-handed
Requires:  10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

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



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:



Clubs
----------
Club
Most clubs are stout, hardwood sticks, narrow at the grip and wider at 
the end.  This simple weapon has been used since mankind first began 
using tools.  Anyone can find a good stout piece of wood and swing it; 
hence the club's widespread use.
STATISTICS:
Damage:  1D6
Damage type:  crushing
Weight:  3
Speed Factor:  4
Proficiency Type:  Club
Type:  1-handed
Requires:  5 Strength
Not Usable By:
Mage



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



Flails
----------
Flail
The flail is a sturdy wooden handle attached to an iron rod, a wooden 
rod with spikes, or a spiked iron ball.  Between the handle and its 
implement is either a hinge or chain link.  The weapon was originally 
used as a tool for threshing grain.
STATISTICS:
Damage:  1D6 +1
Damage type:  crushing
Weight:  15
Speed Factor:  7
Proficiency Type:  Flail/Morningstar
Type:  1-handed
Requires:  13 Strength
Not Usable By:
Druid
Mage
Thief

Flail of Ages
This one-headed flail causes cold damage.  If the other heads for the 
Flail of Ages could be found, they would make this weapon more powerful.
STATISTICS:
Damage:  1D6 +2, +1 Cold Damage
Damage type:  crushing
Weight:  10
Speed Factor:  6
Proficiency Type:  Flail/Morningstar
Type:  1-handed
Requires:  13 Strength
Not Usable By:
Druid
Mage
Thief

Flail of the Ages
This two-headed flail causes acid and cold damage.  If the other head 
for the Flail of Ages could be found, it would make this weapon more 
powerful.
STATISTICS:
Damage:  1D6 +3, +1 Acid Damage, +1 Cold Damage
Damage type:  crushing
Weight:  10
Speed Factor:  7
Proficiency Type:  Flail/Morningstar
Type:  1-handed
Requires:  13 Strength
Not Usable By:
Druid
Mage
Thief

Flail of Ages +3
This flail has been in the care of Lord Arnise for some time, a relic of 
his adventuring youth.  It has been kept disassembled, the individual 
pieces stored in separate locations, and only used in the direst of 
emergencies.  Lord Arnise was likely concerned about the powerful magic 
that the weapon radiated when compiled, and rightfully so.  A trail of 
destruction has followed it through history, leading straight back to 
the original owners.  The flail was the creation of the warlike 
Rakshasa, a race of vengeful spirits that crave human meat, and used an 
adaptable weapon that could suit any battle.  During a particularly 
violent hunt the flail was lost, only to be returned when they used 
their affinity for magic to locate its powerful aura.  They discovered 
that the weapon had found its way into the hands of a great human 
warrior, and the battle that followed was truly splendid.  They have 
since used the item as bait countless times, 'losing' it again and 
again.  Powerful items gravitate towards powerful people, and powerful 
people yield the most glorious battles.
STATISTICS:
Combat Abilities:  A chance each hit that target will be slowed (no 
saving throw)
THACO:  +3 bonus
Damage:  1D6 +4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage
Damage type:  crushing
Weight:  10
Speed Factor:  4
Proficiency Type:  Flail/Morningstar
Type:  1-handed
Requires:  13 Strength
Not Usable By:
Druid
Mage
Thief



Gems
----------
Andar Gem
Andar is hard and durable, yielding translucent gems ("Andars") that 
flash green-red or brown-red when properly faceted.

Black Opal
Black Opal has a greenish hue with black mottling and gold flecks.  
Usually found in ancient hot springs, the gem is tumbled smooth and cut 
cabochon.  The phrase in the north "Black as an opal" is used as a 
subtle form of praise for kind-hearted rogues and the like.

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

Emerald
An Emerald is a brilliant green beryl, cleaved along straight box like 
lines, with rectangular cutting in the finished gem.  Emeralds are often 
connected with health, and so are used ornamentally for such a purpose.

Iol Gem
Iol is actually short for Iolite (cordierite), although a common 
nickname is "violet stone" even though its overall hue is usually blue.  
Iols are usually cut into faceted gems to best display the stone's color 
changes as it is viewed from different directions.  Small, cut iols can 
be clear, but larger specimens usually contain silky inclusions of 
another substance such as hemitite crystals, which give the same rich 
golden flash of color in sunstones.

Jasper Gem
Jasper is an opaque quartz found in reds, browns, and blacks.  Very rare 
specimens are blue or have bands of blue against the other colours.  
Jasper can be crushed and used in making potions and magical devices 
which protect against poison.

King's Tears
King's Tears are very rare and found only in the Realms where they are 
sometimes called frozen tears.  Clear, teardrop-shaped, smooth surfaced, 
and totally unbreakable so far by any means.  These stones are said to 
be the crystallized tears of long-dead necromancer kings.  In each gem 
can be seen that which the weeping king loved long ago.  Their true 
nature is unknown but suffice it to say that sages prize these gems 
above all others.

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

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

Rogue Stone
A small, shifting, rainbow coloured, irridecent gemstone.  The fluid 
shades of colour appear almost liquid under normal sunlight, it is truly 
a beautiful sight to behold.  Rogue stones are extremely rare and are 
used for the gemjump spell, hence one of the most sought after gems in 
the Realms.

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

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

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.

Turquoise Gem
Turquoise is an opaque aqua stone with darker mottling, and is found in 
the more arid reaches of the Realms.  Horsemen will often place a sliver 
of this stone in a horse's harness as a sign of good luck.

Water Opal
Water Opal is a colourless, clear opal with a play of colour.  It is 
rare and valuable in the Realms, where it is used in scrying devices.

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

Zircon Gem
Zircon is a brownish crystal found in igneous (volcanic) rocks.  Zircon 
attains its pale blue shade with heating and cutting (usually facet-
cut).



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

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



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

Harmonium Halberd
Harmonium Halberd +3
This weapon is a powerful weapon usually given out to the most important 
of Harmonium captains.  The Harmonium is an faction based out of the 
planar city known as 'Sigil'.
STATISTICS:
Equipped Abilities:
+1 strength
-1 Intelligence
-1 Wisdom
THAC0:  +3 bonus
Damage:  1D10 +3
Damage type:  piercing
Weight:  12
Speed Factor:  9
Proficiency Type:  Halberd
Type:  2-handed
Requires:  11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief



Heavy Crossbows
----------
Heavy Crossbow of Searing +1Crossbow 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 transferred these 
traits to an item, knowing the warrior's soul would then be lacking 
them.  This pale green Ioun stone now holds these essences, and grants 
the owner TrueBlood's health and skill.
STATISTICS
Equipped Abilities:
+10% bonus to hit points
+1 bonus to THACO
Armor Class Bonus:  None
Weight:  2
Not Usable By:
Mage
Bard
Thief


Katanas
----------
Dak'kon's Zerth Blade
Dak'kon's Zerth Blade +2
This sword was the weapon of choice of the famous githzerai Dak'kon.  
Dak'kon was killed by a powerful entity while working for a creature 
known as the 'Nameless One'.
STATISTICS:
Equipped Abilities:
+1 AC bonus
able to memorize one extra 1st, 2nd, 3rd, and 4th level mage spell
THAC0:  +2 bonus
Damage:  1D10 +2
Damage type:  slashing
Weight:  4
Speed Factor:  2
Proficiency Type:  Katana
Type:  1-handed
Requires:  6 Strength
Not Usable By:
Druid
Cleric
Mage



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

Blade of Roses +3
Blade of Roses, Long Sword +3
This blade possesses an unearthly splendor, and it is likely that Sune, 
the goddess of beauty and passion, had a hand in its creation.  The 
effect it has on the wielder is immediate, and more than once in its 
history has this sword has been the secret behind a lackluster soldier's 
sudden elevation at court.
STATISTICS:
Equipped Abilities:
Charisma:  +2 bonus
THACO:  +3 bonus
Damage:  2D4 +3
Damage type:  slashing
Weight:  3
Speed Factor:  2
Proficiency Type:  Long Sword
Type:  1-handed
Requires:  6 Strength
Not Usable By:
Druid
Cleric
Mage

Daystar
Sunblade:  Daystar
Whether created specifically for use in the service of Torm or 
appropriated at some point in the long history of the church, Paladins 
of the Loyal Fury have made good use of Daystar in their battles against 
evil undead.  Through magic or blessing it is empowered with the Sunray, 
a force of pure life energy so potent that it slays both living and 
unliving.
STATISTICS:
Special Abilities (once per day):
Sunray
Damage:  3D6 (save vs. spells or be blinded for 10 rounds)
Undead:  an additional 1d6 points of damage per level of caster (save 
vs. spells or be destroyed)
Range:  20 ft
Area:  20 ft radius
THACO:  +2 bonus, +4 vs. evil creatures
Damage:  1D8 +2, +4 vs. evil creatures, does double damage against 
undead
Damage type:  slashing
Weight:  2
Speed Factor:  3
Proficiency Type:  Long sword
Type:  1-handed
Requires:  6 Strength
Not Usable By:
Druid
Cleric
Mage

Dragonslayer
Long sword +2:  Dragonslayer (Peridan)
Few dare to create such items as this, for who does not fear the wrath 
of dragons, and what action would more tempt their reckoning?  Yet, at a 
time lost in Faerun's past, there was a need, and this sword was forged 
in answer.  Tempered by a wizard's skill, this blade protects the 
wielder from the fear they should rightly feel while staring down a 
dragon's maw.  It also bolsters with regeneration, dispels the trickery 
of illusions, and dares to do double damage against the greatest 
creatures of the Realms.
STATISTICS:
Equipped Abilities:
Immunity to Fear
Regenerate 1 hit point every 10 rounds
Special Abilities (once per day):
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 influential conflicts in Faerun's history.  
Sightings have been noted as far north as Thay and as south as the 
jungles of Chult, though documentation is oddly lacking regarding 
details.  It is perhaps a result of the sword's ability to silence all 
sound within a large radius, removing the effectiveness of attacking 
mages but also preventing any discussion that might have followed.
STATISTICS:
Special Abilities:  Casts Silence 15' Radius three times a day
THACO:  +2 bonus
Damage:  1D8 +4type:  slashing
Weight:  3
Speed Factor:  3
Proficiency Type:  Long sword
Type:  1-handed
Requires:  6 Strength
Not Usable By:
Druid
Cleric
Mage

The Ogre's Sword
An ogre with a woman's voice has asked for this sword, claiming that it 
will break the illusion cast over her.



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

Mace
The mace is a direct descendant of the basic club, being nothing more 
than a wooden shaft with a stone or iron head mounted on the end.  The 
head design varies; some being spiked, others flanged, and still others 
have pyramidal knobs.
STATISTICS:
Damage:  1D6 +1
Damage type:  crushing
Weight:  8
Speed Factor:  7
Proficiency Type:  Mace
Type:  1-handed
Requires:  10 Strength
Not Usable By:
Druid
Mage
Thief



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.

Beastmaster Key
The Beastmaster's key should open the cells of the gladiators.

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 will 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.

Blood of Quallo's Friend
A vial of blood collected from Quallo's pet carrion crawler.  You can't 
help feeling guilty for having had to kill his true friend.

Dog Bones
A collection of bones that once made up the skeleton of a dog.  They 
have been gnawed upon by something large.

Dog Meat
A bloody piece of dog meat.

Dog Stew
Poor Rex, Sparky, Rover and Spot gave their lives so that this stew 
might be made.  You've heard that dog meat is a favorite food of umber 
hulks.

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

Firkraag Prison Key
This key will allow you to open the doors to the prison in which 
Garren's child is held.

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 (Cold)
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 assassins 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.

Haegan's Key
This is the key to the captive chambers in the Slaver Compound.  It was 
found on the body of Captain Haegan and should open all of the doors in 
the building.

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

Harp of Pandemonium
Ravel's Harp of Pandemonium
Ravel was a powerful night hag that lived in the city of Sigil.  Somehow 
she angered the Lady of Pain, a powerful godlike figure that rules the 
city of Sigil.  The Lady of Pain imprisoned Ravel within a magical maze, 
where the night hag would be trapped for all time.  The harp was one of 
the many artifacts that Ravelleft behind in Sigil when she was 
imprisoned.
STATISTICS
Special Abilities:  3 times a day can cause Pandemonium:  all enemies 
must make a saving throw vs. spells or be tossed away from the bard as 
well as confused for three rounds.
Usable By
Bards

Harper Bird
From what the Spectral Harpists have said, you gather that this bird was 
once poor Montaron.  This would be what Xzar is looking for.

Horn of Blasting
Horn of Blasting
While many army engineers spent their time perfecting siege equipment, 
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.

Ihtafeer's head
This is the head of the rakshasa, Ihtafeer.

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.

Keep Key
This is the mast key to Nalia's keep.  It should open most of the doors 
in the fortress.

Mantle of Waukeen
A golden circlet found within the sealed tomb in Trademeet's cemetary.  
The circlet is tarnished with age but one can still make out Waukeen's 
symbol on the circlet.

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.

Note
This is a plain note written in a delicate script.  It reads:
Berinvar,
Do not concern yourself with the thief.  If he has accomplices, they 
will show themselves soon.  As for the thief, himself... the spectral 
harpists will release him for his curse once they feel he has learned 
his lesson.  And if he doesn't, well, we can always hope he acquires a 
taste for bird seed, eh?
Cheers,
T.

Piece of Burial Mask
At first look this seems to be just a shattered piece of pottery.  
Closer examination reveals that this is a single piece of King Strohm 
the third's burial mask.  With all of the pieces it would be possible to 
reconstruct the mask.  What good this would do, you do not know.

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.

Red Dragon Scales
There are a large number of scales salvaged from the red dragon.  Legend 
has it they can be magically forged into powerful armor.

Renfeld's Body
Renfeld asked that you take him or his remains to a man named Rylock in 
the Docks District.

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.

Trademeet Tomb Key
This key will open the sealed tomb in the Trademeet Cemetary.  The tomb 
used to be the place of burial for Trademeet's elite, but has been 
sealed off for many years because of 'trouble' from within.

Wand of 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 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.



Morning Stars
----------
Morning Star
The morning star is a wooden shaft topped with a metal head made up of a 
spiked iron sheath.  Morning stars have an overall length of about four 
feet.  Some such weapons have a round, oval, or cylindrical shaped head 
studded with spikes.  Extending from most morning star heads, regardless 
of design, is a long point for thrusting.
STATISTICS:
Damage:  2D4
Damage type:  crushing
Weight:  12
Speed Factor:  7
Proficiency Type:  Flail/Morningstar
Type:  1-handed
Requires:  11 Strength
Not Usable By:
Druid
Mage
Thief



Necklaces
----------
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

Silver Necklace
A necklace is a piece of ornamental metal jewelry usually made of 
silver, gold, platinum, or other precious metals, and adorned with gems.  
A necklace is always worn on the neck and can be of any length.

Tiger Cowrie Shell Necklace
A necklace is a piece of ornamental metal jewelry usually made of 
silver, gold, platinum, or other precious metals, and adorned with gems.  
A necklace is always worn on the neck and can be of any length.



Plate Mail
----------
Delver's Plate +2
This armor has been worn by many a fine soldier, but among the best 
known, and for whom it was named, was Delver Kinlake.  He was a vagabond 
whose strong sword-arm and keen wits made him a respected general to the 
Lords of Waterdeep.  A gift from Lord Baeron, the armor served Delver 
well for thirty years, and after his death, it passed to his eldest son.  
It has since made its way into the hands of a variety of adventurers.
STATISTICS:
Armor Class:  1
Weight:  25
Requires:  12 Strength
Not Usable By:
Bard
Druid
Mage
Thief



Rings
----------
Mercykiller Ring
Mercykiller Ring
The Mercykillers are a powerful faction based out of the planar city of 
Sigil.  This ring is given out to Mercykiller assassins when they are 
sent out to punish those who have broken the laws of Sigil.  Often these 
assassins will roam as far as the Prime Material plane.
Equipped Abilities:
+20% to set snares
+20% to hide in shadows
+20% to move silently
Usable By:
Thief

Ring of Air Control
Ring of Air Elemental Command
Air elementals are make for powerful foes but with this ring they can 
become valuable allies.  Dark tales tell of groups of Red Wizards all 
with rings of elemental command descending upon small villages with no 
warning and destroying every living thing in sight.  Although the truth 
of these rumors is questionable the fact remains that a ring of this 
power in the wrong hands is dangerous.
STATISTICS:
Special Abilities:
Charm Air Elemental (+2 bonus to elementals saving throw)
Improved Invisibility once per day
Duration:  10 rounds
Area:  1 creature



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)



Scimitars
----------
Scimitar +2, Rashad's Talon
Scimitar +2: 'Rashad's Talon'
Named for Prince Rashad, former ruler of a minor principality to the 
East, this blade and many of the Prince's possessions were taken by 
disgruntled palace guards after his death.  The role of the guards in 
the unfortunate affair was never determined, but rumor has it that all 
died within a year, slain by this very weapon.
STATISTICS:
THAC0:  +2 bonus
Damage:  1D8 +2
Damage type:  slashing
Weight:  4
Speed Factor:  3
Proficiency Type:  Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires:  10 Strength
Not Usable By:
Cleric
Mage
Thief



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



Slings
----------
Sling of Everard +5
Sling of Everard
The sling of Everard was a holy weapon created by the god Tempus and 
given to Everard to help him defeat the enemies of Icewind Dale.
STATISTICS:
Equipped Abilities:  does not require bullets
THACO:  +5 bonus
Damage:  +2 (missle damage)
Weight:  0
Speed Factor:  0
Proficiency Type:  Sling
Type:  1-handed
Requires:  3 Strength



Small Shields
----------
Shield of Harmony +2
Audn of the Field, Knight-Champion for the wizard Kekkim, carried this 
shield for most of his life.  It protects the bearer from most forms of 
mind control, a benefit for a wizard who needed warrior allies to stay 
faithfully at his side.  Both Kekkim and Audn have long since returned 
to the earth, leaving this shield to whomever might recover it from 
Kekkim's tower.
STATISTICS:
Abilities:  Immunity to charm, confusion, domination, and hold person
Armor Class Bonus:  3
Weight:  2
Requires:  4 Strength
Not Usable By:
Bard
Druid
Mage
Thief



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
----------
Cleric's Staff +3
Cleric's Staff +3
This simple staff radiates a powerful enchantment, though its plain 
design suggests a simple origin.  It reflects the quiet strength that 
faith brings, and was likely the modest weapon of a priest or cleric.
STATISTICS:
THACO:  +3
Damage:  1D6 +3
Damage type:  crushing
Weight:  3
Speed Factor:  1
Proficiency Type:  Quarterstaff
Type:  2-handed
Requires:  5 Strength

Rod of Terror
Rod of Terror
When activated this rod may be used as a staff +3.  Any creature hit by 
the rod must make a saving throw vs. spells or flee in terror, fearing 
the wielder as if he or she were a flesh eating demon from the Abyss.  
There is a drawback to using this rod however.  Each time the rod is 
used there is a 20% chance that the wielder loses one point of Charisma 
permanently.
STATISTICS
Combat Abilities:  Target must make a saving throw vs. spells (+4 bonus) 
or flee in terror (lasts four rounds)
Thac0:  +3 bonus
Damage:  1D6 +3
Damage type:  crushing
Weight:  3
Speed Factor:  1
Proficiency Type:  Quarterstaff
Type:  2-handed
Not Usable By:

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

Staff Spear +2
If examined, this quarterstaff has an aura of alteration, and a long 
sharp speahead extends from its upper end on command.  Likely made by a 
wizard or priest hoping to increase their melee abilities, it can be 
used by anyone capable of handling a staff.
STATISTICS:
THACO:  +2 bonus
Damage:  1D8 +3
Damage type:  Piercing
Weight:  4
Speed Factor:  4
Proficiency Type:  Staff
Type:  two handed
Requires:  5 Strength
Not Usable By:
Monk



Throwing Axes
----------
The hand axe or throwing axe is also known as a hatchet.  The axe blade 
has a sharp steel tip, counterbalanced by a pointed fluke.  The short 
handle has a point of the bottom and the head may have a spike on the 
top.
STATISTICS:
Damage:  1D6 +1
Damage type:  missle (piercing)
Weight:  5
Speed Factor:  4
Proficiency Type:  Axe
Type:  1-handed
Requires:  4 Strength
Not Usable By:
Druid
Cleric
Mage
Thief



Tomes
----------
History of the North
History of the North - Recent History of the North:
In the waning summer months of 1367, an immense orc horde descended from 
the Spine of the World, intent on winding its way south into the trade 
lands of the North.  This force of orcs, led by King Greneire, surged 
its way south between the Moonwood and the Cold Wood, stopping just 
outside the Citadel of Many Arrows.
King Obould, orc ruler of the Citadel of Many Arrows, was terrified at 
the prospect of another orc horde, despite the fact that he knew they 
should be working together against the humans of the North and the spawn 
of Hellgate Keep.  His tribal shamans, however, had been predicting a 
treacherous fall of the citadel - and they'd told the king that he'd be 
disposed by other orcs.
Thus, it was a dark day when King Greneire and his horde of 150,000 orcs 
appeared on the plains outside the Citadel of Many Arrows.  King Obould 
announced to his followers that this horde had been sent to dislodge 
them from their home and send them out to be scavengers among the 
plains.  He vowed that, as Gruumsh as his witness, the Citadel of Many 
Arrows would slaughter these treacherous orcs "like elves during a 
festival."
For four months, the 40.000 orcs within the citadel held their ground.  
Assault after assault was mounted against the high walls of the 
garrison, but the attacking orcs were losing far more than the 
defenders.  Still, the living conditions within the walls - never too 
good to begin with - created losses of their own.
The battle for the Citadel of Many Arrows culminated during the first 
week of Uktar.  As another light blanket of snow sought to bury the 
gathered orcs, King Greneire threw his entire remaining army at the 
citadel, bursting its gates and pitting orc against orc in a flurry of 
swords.  As the two orc kings sought one another out along the ramparts, 
the citadel began to burn.
The orcs that survive the battle still speak of the superhuman prowess 
of the two kings as they battled one another before their troops.  
Finally, however, King Obould ran Greneire through with his long sword, 
but Obould was severely wounded by the time Greneire had breathed his 
last breath.  The orcs erupted into battle once again, and no one is 
quite certain what became of King Obould.
It was through the smoke and snow that the victors of the conflict 
emerged:  the dwarves of Clan Warcrown along with a contingent of troops 
from Silverymoon.  Charging in through the shattered gates, these new 
attackers quickly routed the exhausted orcs of the citadel, sending them 
scurrying off into the wilderness.
King Emerus Warcrown now rules the Citadel of Many Arrows, though the 
dwarves now call the city by its old name of Felbarr.  Most in the North 
still tend to refer to the city as the Citadel, however, waiting to see 
if it can withstand the next orc horde.  King Warcrown has put out a 
call for all dwarves to help defend the citadel, and news of a new vein 
of gold and silver is spreading rapidly through dwarven communities.

Orcish Cookbook
Slice Onion, crush garlic, peel chestnuts, and cut boar into tiny cubes.  
In a greatpot over a large flame heat oil; when it begins to smell hot, 
toss in the elk feces, then pour in horse urine.  Mmmmmm...can you smell 
great food already?
Maybe use different stuff for stew if boar not available.  Flesh of 
genies from tomb would work well.  Could use wolf men in west dungeon.  
Hmmm.  If only I could avoid air monster in the well, then the well 
treasure would be MINE!  Then could buy any stuff for stew I wanted!



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

Carsomyr +5
The Holy Avenger:  Carsomyr
Carsomyr is a weapon of legend, perhaps one of the most powerful blades 
ever forged on Faerun, though its origin and history is thought 
purposefully forgotten, such that the sword itself never overshadow the 
importance of the struggles that must be fought today.  It is infused 
with the very essence of virtue, and requires as much from any paladin 
that would hope to wield it.  The evils of the Realms must truly stand 
aside when this weapon is brought to bear, their magic dispelled with a 
word, steadfastly resisted with ease.  Carsomyr also harbors a special 
distaste for the forces of evil and chaos, and such creatures must fear 
additional damage from its touch in battle.
STATISTICS
Equipped Abilities:
50% Magic Resistance
Dispel Magic 3 times per day
Combat Abilities:
+5 damage to chaotic evil opponents in addition to other bonuses.
Dispels magic whenever the sword strikes an opponent
THAC0:  +5 bonus
Damage:  1D12 +5
Damage type:  slashing
Weight:  7
Speed Factor:  5
Proficiency Type:  Two handed sword
Type:  2-handed
Requires:  14 Strength
Usable By:
Paladins

Lilarcor
Lawrence Lilarcor was well known, not for being brave, but as an idiot.  
As the tale goes, the boastful Lilarcor left his village at the urging 
of his friends so that the "great hero" could do battle with a devious 
Treant.  He walked for days in the dead of winter until, feverish, he 
found his target and began an epic wrestling match.  Unfortunately (or 
perhaps luckily), the "Treant" was nothing more than a craggy old normal 
oak.  His friends had been jesting, not actually expecting that Lilarcor 
would go fight the fictitiously dangerous tree.  That might have been 
the end of it, but Lilarcor, not really knowing what a Treant was in the 
first, didn't realize the truth.  He eventually uprooted the oak and, 
marching proudly home, he declared himself a hero.  Thus was born a 
laughing stock of epic proportions, and over time the name of Lilarcor 
became the sacrificial fool in many tales of "less than brilliance".
It is not known whether this enchanted weapon is Lilarcor himself, 
perhaps imprisoned by an evil mage or some other odd coincidence of 
fate, but it certainly acts in a manner consistent with his level of 
competence.  If it is he, he has never bemoaned his captivity.  He might 
not realize, or care, that he is no longer a human.
As a weapon, Lilarcor has its uses, but many a warrior has eventually 
given it away.  Banter such as "Ouch, that musta hurt", "Oh yeah!  Got 
'im good", and "Beware my bite for it might...might...might really hurt 
or something" is a constant barrage on a warrior's psyche.
STATISTICS:
Damage:  1D10 +3
THAC0:  +3 bonus
Damage type:  slashing
Equipped Abilities:
Immune to Charm
Immune to Confusion
Weight:  10
Speed Factor:  8
Proficiency Type:  Two Handed Sword
Type:  2-handed
Requires:  14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief

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
6.0- 10/08/00 I added a few ordinary items to the listing
7.0- 10/09/00 I put in several items that I just found in the game
8.0- 10/11/00 To J and S, "I built my dreams around you."
9.0- 10/13/00 I put in a few more categories

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.
