# Forgotten-Armament Item Descriptions

## Legend

Melee Weapons

- Battle Axes
- Bastard Swords
- Daggers
- Flails
- Halberds
- Katanas
- Long Swords
- Maces
- Morning Stars
- Ninja-Tos
- Quarterstaves
- Scimitars
- Short Swords
- Spears
- Two-Handed Swords
- Wakizashis
- Warhammers

Armors

- Robes
- Leather Armors
- Studded Leather Armors
- Chain Mail Armors
- Plate Mail Armors
- Full Plate Mail Armors

Shields

- Bucklers
- Small Shields
- Medium Shields
- Large Shields

Accessories

- Amulets
- Belts
- Boots
- Bracers
- Cloaks
- Gauntlets
- Helmets
- Rings

## Melee Weapons

### Battle Axes

#### Axe of Dead Illusk +2

(Taken from NWN2) - Item Location

A little-known section of ruined Illusk holds corpse after corpse from a barbarian invasion repelled ages ago. The clan is forgotten, but their surviving weapons seem to embody everything cruel and savage in warfare, and create fearful images in the minds of those who witness them.

STATISTICS:

Combat abilities:

- Each hit drains 1 Hit Point from the target and transfer it to the wielder. This will not heal beyond the wielder's maximum.
- 5% chance per hit of casting Horror on the target

THAC0: +2

Damage: 1d8+2

Damage Type: Slashing

Speed Factor: 5

Proficiency Type: Axe

Type: One-handed

Requires:

10 Strength

Weight: 5

#### Battle Axe +2: Defender

(Taken from IWD) - Item Location

Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation, and although not apparent at first, a slight blue glow can be seen emanating from the runes.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Missile Resistance: +10%

THAC0: +2

Damage: 1d8+2

Damage type: Slashing

Speed Factor: 7

Proficiency Type: Axe

Type: One-handed

Requires:

10 Strength

Weight: 7

#### Deepstone Progeny +2

(Taken from NWN2) - Item Location

Torgin of the Light was a respected and prolific slayer of undead, which made his eventual descent into vampirism all the more tragic. His still-living companions saw the change as an insult to the life he once cherished, and vowed to destroy his undead form. To this end they crafted the Deepstone Progeny, adapted from the weapon that had previously served Torgin so well. History does not record the outcome of the battle between Torgin and his friends, but their axes are found across Faerun.

STATISTICS:

Equipped abilities:

- Immunity to all forms of death magic

THAC0: +2

Damage: 1d8+2

Damage type: Slashing

Speed Factor: 5

Proficiency Type: Axe

Type: One-handed

Requires:

10 Strength

Weight: 5

### Bastard Swords

#### Bloodletter +4 - Non-Good Only

(Taken from NWN2) - Item Location

Forged in smoldering brimstone fires and cooled in the blood of its creator, a Bloodletter blade is a typically evil weapon, the kind of sword that has inspired more than a little diabolical laughter while being waved in the face of one or another virtuous knight. It is possessed of thoroughly heinous life-stealing energies, but if the fates of its previous owners are any indication, its major characteristic could well be the attraction of "comeuppance."

STATISTICS:

Combat abilities:

- Inflicts 2 points of bleeding damage per hit (one point per round)
- Each hit drains 1 Hit Point from the target and transfers it to the wielder. This will not heal beyond the wielder's maximum.

THAC0: +4

Damage: 2d4+4

Damage type: Slashing

Speed Factor: 5

Proficiency Type: Bastard Sword

Type: One-handed

Requires:

11 Strength

Weight: 5

#### Discord +2

(Taken from NWN2) - Item Location

A line of black crystal runs the length of this blade, marking it the handiwork of Ortius of Gond, the Mad Tinker. Blades from his stock resonate unnaturally when struck, and although mortal ears can barely perceive the tone, they certainly suffer the effects well enough. The origin of the crystal is not clear, though Ortius was known to have bartered his services to planar creatures on occasion.

STATISTICS:

Combat abilities:

- 20% chance per hit of confusing the target for 1 round (Save vs. Spell negates)

THAC0: +2

Damage: 2d4+2

Damage type: Slashing

Speed Factor: 6

Proficiency Type: Bastard Sword

Type: One-handed

Requires:

11 Strength

Weight: 7

#### Flaming Bastard Sword +1

(Taken from IWD) - Item Location

Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation, and although not apparent at first, a slight blue glow can be seen emanating from the runes.

STATISTICS:

Combat abilities:

- 25% chance of dealing +2d3 fire damage

THAC0: +1

Damage: 2d4+1

Damage type: Slashing

Speed Factor: 8

Proficiency Type: Bastard Sword

Type: One-handed

Requires:

11 Strength

Weight: 10

#### Nameless Light +2

(Taken from NWN2) - Item Location

Legend states that the warrior Alesia brought the Nameless Light from the stars, although other tales claim it was forged by a grieving father, or was the weapon of a virtuous paladin. In truth, several such blades exist. They were created with the blessing of the Harpers, and each has had many stories from any number of owners. Perhaps that is their true power: they compel people to craft heroes of their own.

STATISTICS:

Equipped abilities:

- Armor Class: +1
- Magic Resistance: +5%

THAC0: +2

Damage: 2d4+2

Damage type: Slashing

Speed Factor: 6

Proficiency Type: Bastard Sword

Type: One-handed

Requires:

11 Strength

Weight: 7

### Daggers

#### Ice Talon +2

(Taken from NWN2) - Item Location

Weapons of this type are technically impossible, since their blades are made of nothing but razor-sharp ice crystals. Most sages agree they are kept frozen by some sort of link to the inner planes, but this is ultimately just speculation. Ice Talon daggers show a jagged blade and may have been part of a single larger weapon at one time, though the force required to shatter the magic blade must have been enormous indeed.

STATISTICS:

THAC0: +2

Damage: 1d4+2, +1 cold damage

Damage type: Piercing

Speed Factor: 0

Proficiency Type: Dagger

Type: One-handed

Requires:

3 Strength

Weight: 1

#### Mage Dagger +1

(Taken from IWD) - Item Location

Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness.

STATISTICS:

Equipped abilities:

- Can cast one extra 1st-level wizard spell

THAC0: +1

Damage: 1d4+1

Damage type: Piercing

Speed Factor: 2

Proficiency Type: Dagger

Type: One-handed

Requires:

3 Strength

Weight: 1

#### Mage Dagger +2

(Taken from IWD) - Item Location

Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness.

STATISTICS:

Equipped abilities:

- Armor Class: +1
- Can cast one extra 1st- and 2nd-level wizard spell

THAC0: +2

Damage: 1d4+2

Damage type: Piercing

Speed Factor: 2

Proficiency Type: Dagger

Type: One-handed

Requires:

3 Strength

Weight: 1

#### Myr Styah'be'eh +4

(Taken from NWN2) - Item Location

Scholars have long argued over the nature of this blade, claming it as a part of many ancient empires - Mulhorandi, Netherese, Imaskari - but its construction defies the conventions of any known civilization. One young wizard, promptly laughed into obscurity, once put forth an argument that the item was actually of kobold make, that its name - considered untranslatable by all others who had studied it - meant something like "master stabby" in an obscure dialect of that dimunitive people. The scholar's final argument was that as harmless as many consider kobold to be today, they do claim their lineage from dragons - and if this blade is any proof, a weapon does not have to look magnificent to be viciously effective.

STATISTICS:

Equipped abilities:

- Critical Hit Chance: +5%

Combat abilities:

- Deals an extra 2d10 points of piercing damage on a critical hit
- Inflicts 2 points of bleeding damage per hit (one point per round)

THAC0: +4

Damage: 1d4+4

Damage type: Piercing

Speed Factor: 0

Proficiency Type: Dagger

Type: One-handed

Requires:

3 Strength

Weight: 1

#### Static Dagger +1

(Taken from IWD) - Item Location

Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness.

STATISTICS:

Combat abilities:

- 50% chance of dealing +1d3 electrical damage

THAC0: +1

Damage: 1d4+1

Damage type: Piercing

Speed Factor: 2

Proficiency Type: Dagger

Type: One-handed

Requires:

3 Strength

Weight: 1

### Flails

#### Crooked Flail +1

(Taken from IWD) - Item Location

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:

Combat abilities:

- 50% chance of dealing +1d4 piercing damage

THAC0: +1

Damage: 1d6+2

Damage type: Crushing

Speed Factor: 7

Proficiency Type: Flail/Morning Star

Type: One-handed

Requires:

11 Strength

Weight: 15

### Halberds

#### Cruel Halberd +3

(Taken from NWN2) - Item Location

This halberd, permanently stained with the blood of its victims, was wielded by several generations of orc warlords, all who either took it up when the previous owner died in battle or was murdered by a rival. The halberd was lost in the final battle when the orcs were finally driven out of Illusk.

STATISTICS:

Equipped abilities:

- Critical Hit Chance: +5%

Combat abilities:

- Deals an extra 1d6 points of piercing damage on a critical hit

THAC0: +3

Damage: 1d10+3

Damage type: Piercing

Speed Factor: 6

Proficiency Type: Halberd

Type: Two-handed

Requires:

13 Strength

Weight: 12

#### Will of Atar +1

(Taken from NWN2) - Item Location

These weapons bear the mark of Atar of the Flame, high shaman of a northern cult that fell under the influence of a creature from the plane of fire. What this entity received in exchange for creating such powerful items is unknown.

STATISTICS:

THAC0: +1

Damage: 1d10+1, +1 fire damage

Damage type: Piercing or slashing

Speed Factor: 8

Proficiency Type: Halberd

Type: Two-handed

Requires:

13 Strength

Weight: 14

### Katanas

#### Dragonsblood Katana +2

(Taken from NWN2) - Item Location

The katana is the pinnacle of the swordsmith's craft, combining grace and artful design with razor-edged efficiency.

STATISTICS:

Equipped abilities:

- Fire Resistance: +10%

THAC0: +2

Damage: 1d10+2, +2 fire damage

Damage type: Slashing

Speed Factor: 2

Proficiency Type: Katana

Type: One-handed

Requires:

6 Strength

Weight: 4

#### Kaga-To +1

(Taken from NWN2) - Item Location

If memory serves correctly, these weapons date to the stadium battles of old Kai Chen province, where promising warriors would test their skills against the greatest samurai of the day in ritual combat. If ever a challenger was victorious, he or she won the people's ovation and fame forever, symbolized by a Kaga-To katana. The blade is etched with a simple phrase: "Tell me how you fight, and I will tell you what you are."

STATISTICS:

Combat abilities:

- 5% chance per hit of stunning target for 1 round (Save vs. Spell negates)

THACO: +1

Damage: 1d10+1

Damage type: Slashing

Speed Factor: 1

Proficiency Type: Katana

Type: One-handed

Requires:

6 Strength

Weight: 3

#### Master Li's Way +2

(Taken from NWN2) - Item Location

Once thought a unique instance of the swordmaker's craft, several katanas of this type have now been linked to a ship that ran aground on the Sword Coast some years ago. All bear the markings of Master Hu Li, a great artificer from the east, but little else is known of him.

STATISTICS:

THAC0: +2

Damage: 1d10+2, +1 acid damage

Damage type: Slashing

Speed Factor: 2

Proficiency Type: Katana

Type: One-handed

Requires:

6 Strength

Weight: 4

#### Naught Katana +5

(Taken from NWN2) - Item Location

Once a sacred katana from the imperial court of Shou, the poor combination of an especially canny thief and an especially drowsy guard set this powerful artifact into the wilds along the great twisting Golden Way. It was formed from a slice of an unknown substance, cut from another plane, and forged in an act that drank its creator's soul away... and that the blade seems to be growing slowly more powerful - with a sinking hunger that is never satiated.

STATISTICS:

Combat abilities:

- Each hit drains 1d4 Hit Points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum.

THACO: +5

Damage: 1d10+5, +5 extra vs. lawful

Damage type: Slashing

Speed Factor: 1

Proficiency Type: Katana

Type: One-handed

Requires:

6 Strength

Weight: 3

#### The Devoted Servant +1

(Taken from NWN2) - Item Location

Created for the most loyal samurai of the Shogun, these katana hail from the far-off land of Wa - an island nation within Kara-Tur. How it managed to find its way to you is somewhat of a mystery, but its powers remain thankfully intact.

STATISTICS:

Equipped abilities:

- Armor Class: +1

THAC0: +1

Damage: 1d10+1

Damage type: Slashing

Speed Factor: 3

Proficiency Type: Katana

Type: One-handed

Requires:

6 Strength

Weight: 5

### Long Swords

#### Darksteel Long Sword +1

(Taken from NWN2) - Item Location

Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. This alloy of meteoric iron and steel is tempered with rare, magical oils to give the metal its uncanny abilities. Darksteel is commonly used in the crafting of magic items related to storms or lightning.

STATISTICS:

THAC0: +1

Damage: 1d8+1, +1 electrical damage

Damage type: Slashing

Speed Factor: 4

Proficiency Type: Long Sword

Type: One-handed

Requires:

6 Strength

Weight: 4

#### The Gladiator +1

(Taken from NWN2) - Item Location

Long ago, the formians built great subterranean cities and vast, cavernous empires. Societies of war, they reveled in the blood and glory of the gladiatorial pit, where slaves and prisoners fought for their cruel amusement. One such gladiator was the human Ajan, who stole the blade of his formian master and used it to escape to the surface with Zoe, his love. It is said that all who wield it are bound for greatness.

STATISTICS:

Combat abilities:

- Deals an extra 1d8 points of slashing damage on a critical hit

THAC0: +1

Damage: 1d8+1

Damage type: Slashing

Speed Factor: 3

Proficiency Type: Long Sword

Type: One-handed

Requires:

6 Strength

Weight: 3

#### Intercession +1

(Taken from IWD) - Item Location

This long sword was crafted for the well-traveled ranger Kelhanion of Soubar in 1272. Wearing light armor and no shield, Kelhanion wanted a weapon that would protect him in combat. Intercession was made for him by an acquaintance, the wizard Peth of Elturel. The weapon itself is rather mundane in appearance, which is exactly how Kelhanion wanted it to look. It has a plain steel blade that meets a similar guard. The grip of the weapon is wrapped in dark, oiled ogre skin. The sword has a mild form of empathetic instinct, turning in the wielder's hand to impose itself in the path of melee weapons. Intercession was lost with Kelhanion when he was slaughtered by over a dozen trolls in the Trollbark Forest.

STATISTICS:

Equipped abilities:

- Armor Class: +2, except vs. missile attacks

THAC0: +1

Damage: 1d8+1

Damage type: Slashing

Speed Factor: 4

Proficiency Type: Long Sword

Type: One-handed

Requires:

6 Strength

Weight: 4

#### Long Sword of Action +2

(Taken from IWD) - Item Location

These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols.

STATISTICS:

Equipped abilities:

- Dexterity: +1

THAC0: +2

Damage: 1d8+2

Damage type: Slashing

Speed Factor: 4

Proficiency Type: Long Sword

Type: One-handed

Requires:

6 Strength

Weight: 4

#### Spiked Long Sword +1

(Taken from IWD) - Item Location

These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. The blade of this sword is covered with all sorts of arcane symbols.

STATISTICS:

Combat abilities:

- 25% chance of dealing +2d6 piercing damage

THAC0: +1

Damage: 1d8+1

Damage type: Slashing

Speed Factor: 4

Proficiency Type: Long Sword

Type: One-handed

Requires:

6 Strength

Weight: 4

#### Turodahel +2

(Taken from IWD) - Item Location

Crafted in 1021 DR for the warrior Makael the Lean, Turodahel has a bloody military history. Makael was a mercenary who sold his services to anyone with the right amount of coin. Shrewd and crafty by reputation, Makael applied his skills and the power of Turodahel carefully for over three decades. It wasn't until after Makael died of a magical disease that legends about the man started to spring up. It is believed by modern sages that Makael is likely to have killed over five hundred men with his sword over the years. It was widely known that Makael was neither especially strong nor tough. People assumed that it must have been the power of the sword that made his deeds possible. Makael's grave was robbed within a few years of his burial.

For the next few decades, warriors and thieves from all over the Moonsea and Dalelands schemed and murdered to get hold of Makael's legendary sword. One priest of Bane, curious about the sword's powers, stole Makael's skull for divination. When questioned about the magical abilities of the weapon, Makael's spirit answered from beyond the grave with one word, "turodahel." The Banite searched through his books for months before he discovered the origins of the word in a Netherese lexicon. Roughly translated, "turodahel" is a compound noun meaning "the power of discretion."

STATISTICS:

Equipped abilities:

- Intelligence: +1

THAC0: +2

Damage: 1d8+2

Damage type: Slashing

Speed Factor: 3

Proficiency Type: Long Sword

Type: One-handed

Requires:

6 Strength

Weight: 5

### Maces

#### Petty's Tempest +2

(Taken from NWN2) - Item Location

The most recent recorded appearance of one of these weapons was in the black markets of Amn, rightfully commanding an impressive price. Several such maces have been found over time, each with an array of elemental spells and effects woven through them. The creator remains elusive, though the name "Petty" is evident on each example. It is possible he is a smith on Toril, but his obvious understanding of planar forces suggests a more traveled origin.

STATISTICS:

Combat abilities:

- Hit target must save vs. Spell at +3 or be slowed for 2 rounds

THAC0: +2

Damage: 1d6+3, +1 electrical damage

Damage type: Crushing

Speed Factor: 5

Proficiency Type: Mace

Type: One-handed

Requires:

10 Strength

Weight: 7

#### Soldier's Might +2

(Taken from NWN2) - Item Location

It is said that lieutenants in the armies of Algarond were given these weapons, but not told of the flaws in their design. Many of the wielders died, but all fought valiantly and were accorded the honor of heroes of the realm. The generals responsible for these flawed weapons escaped punishment, and today they are remembered among the revered dead.

STATISTICS:

Equipped Ability:

- Immunity to charm
- Immunity to confusion

THAC0: +2

Damage: 1d6+3, +1 cold damage

Damage type: Crushing

Speed Factor: 5

Proficiency Type: Mace

Type: One-handed

Weight: 7

#### Chef Gronk's Tenderizer +2

(Taken from NWN2) - Item Location

Cooking for pirates is a tough job - and it's pretty clear from this instrument that Chef Gronk wasn't just an ordinary Chef. While this hammer appears to have been primarily used for culinary purposes, you can't quite discern whether the bits of meat on it are the remains of the pirate band's most recent meal or their most recent battle.

STATISTICS:

Combat abilities:

- Target must save vs. Spell or be stunned for 2 rounds

THAC0: +2

Damage: 1d6+3

Damage type: Crushing

Speed Factor: 6

Proficiency Type: Mace

Type: One-handed

Requires:

12 Strength

Weight: 9

### Morning Stars

#### Bone Phoenix +1

(Taken from NWN2) - Item Location

These are the hallmark weapons of the fallen Lord Craghand of Unther, and are named for the fate he suffered. Lacking magical talent himself, Craghand employed a cadre of necromancers in an effort to extend his meager legacy. These wizards succeeded only in damning his court to an age of undeath. Now his mindless form stalks Faerun, his ageless skeletal body rising time and again even if destroyed.

STATISTICS:

THAC0: +1

Damage: 2d4+1, +2 fire damage

Damage type: Crushing

Speed Factor: 5

Proficiency Type: Flail/Morning Star

Type: One-handed

Requires:

11 Strength

Weight: 9

#### Sleepwalker Kin +2

(Taken from NWN2) - Item Location

These weapons were supposed to be a great breakthrough for the orcs of Amn. Clan leaders liked the idea of rendering enemies helpless, but after the efforts of many shamans and several imprisoned human wizards, the project was abandoned. It seemed that in the hands of the orc elite, a hit strong enough to activate the ability often killed the target anyway, and the extra cost was deemed redundant.

STATISTICS:

Combat abilities:

- Hit target must save vs. Poison or fall asleep for 2 rounds

THAC0: +2

Damage: 2d4+2

Damage type: Crushing

Speed Factor: 4

Proficiency Type: Flail/Morning Star

Type: One-handed

Requires:

11 Strength

Weight: 8

### Ninja-Tos

#### Courtesan Blade + 2

(Taken from NWN2) - Item Location

Courtesan assassins were famous for using their wit and charm to infiltrate the intimate chambers of the enemy by the most disarming method imaginable: they were invited. The practice became infamous, which is likely why it is used so infrequently today.

STATISTICS:

Equipped abilities:

- Critical Hit Chance: +5%

Combat abilities:

- 10% chance target is stunned for 2 rounds (Save vs. Paralysis negates)

THAC0: +2

Damage: 1d8+2

Damage type: Slashing

Speed Factor: 2

Proficiency Type: Scimitar/Wakizashi/Ninjatō

Type: One-handed

Requires:

6 Strength

Weight: 3

### Quarterstaves

#### Mage Shield - Sorcerer/Wizard Only

(Taken from NWN2) - Item Location

Staffs of this kind provide much needed protection for arcane spellcasters. The level of defense varies with each example, but all are useful. Most bear no specific maker's mark, created for utility rather than notoriety.

STATISTICS:

Equipped abilities:

- Armor Class: +3
- Can memorize one extra 1st-level spell

THAC0: +1

Damage: 1d6+1

Damage type: Crushing

Speed Factor: 2

Proficiency Type: Quarterstaff

Type: Two-handed

Requires:

5 Strength

Weight: 3

#### Rakshasa Staff +3 - Sorcerer/Wizard Only

(Taken from NWN2) - Item Location

Enchantments abound in the realms of magic, but some have trouble with the incantations. This staff allows the user to charm another, eliminating the need to study the spells.

STATISTICS:

Equipped abilities:

- Can memorize one extra 4th-level spell, one extra 5th-level spell, and one extra 6th-level spell

Charge abilities:

- Charm Person once per day (Save vs. Spell at +3 negates) Range: 60 ft. Duration: 100 seconds Area of Effect: 1 creature

THAC0: +3

Damage: 1d6+3

Damage type: Crushing

Speed Factor: 1

Proficiency Type: Quarterstaff

Type: Two-handed

Requires:

5 Strength

Weight: 3

#### Remembrance +3

(Taken from NWN2) - Item Location

At the twilight of the Illefarn Empire, several elven archmages belonging to the Order of Fallen Leaves devised a plan to store their accumulated magical knowledge into a number of these staves. The plan never reached fruition and the Order was destroyed by orcs and all but one of the staves destroyed.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Magic Resistance: +10%

THAC0: +3

Damage: 1d6+3

Damage type: Crushing

Speed Factor: 1

Proficiency Type: Quarterstaff

Type: Two-handed

Requires:

5 Strength

Weight: 2

#### Staff of Balpheron +1 - Sorcerer/Wizard Only

(Taken from NWN2) - Item Location

Legend holds this staff was created by the wizard Balpheron on the eve of his ascension to lichdom. Many believe Balpheron had already chosen his fate, and only wanted the staff to make himself more powerful as a lich. But others claiming it was the staff itself that led him down the dark path, as the creation of such a powerful item pushed the mage beyond his limits and destroyed what remained of his sanity.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Magic Resistance: +10%
- Strength: -2
- Constitution: -2
- Can memorize one extra 7th-level spell and one extra 8th-level spell

THAC0: +1

Damage: 1d6+1

Damage type: Crushing

Speed Factor: 2

Proficiency Type: Quarterstaff

Type: Two-handed

Requires:

5 Strength

Weight: 3

### Scimitars

#### Laughing Blade +2

(Taken from NWN2) - Item Location

It is doubtful the victim of a Laughing Blade finds anything humorous about it. These items were created by master illusionist Daniel Suther, who wanted an interesting twist in the hedge maze he built. Several automatons were equipped with the weapons and heroes accepting his challenge had to battle them, the maze, and their own senses. Suther was eventually jailed after several deaths on his estate.

STATISTICS:

Combat abilities:

- 10% chance per hit of confusing the target for 1 round (Save vs. Spell negates)

THAC0: +2

Damage: 1d8+2, +1 cold damage

Damage type: Slashing

Speed Factor: 4

Proficiency Type: Scimitar/Wakizashi/Ninjatō

Type: One-handed

Requires:

10 Strength

Weight: 3

#### Scimitar of Pestilence +3

(Taken from NWN2) - Item Location

The blade of this scimitar constantly oozes an oily green substance. Anyone or anything struck by the weapon has a chance of being poisoned and/or contracting a disease.

STATISTICS:

Combat abilities:

- 10% chance that the target must save vs. Death or be afflicted by a foul disease, thereby losing 2 points of Strength (non-cumulative) and becoming slowed for 3 rounds

THACO: +3

Damage: 1D8+3, +1d6 poison damage

Damage type: Slashing

Speed Factor: 2

Proficiency Type: Scimitar/Wakizashi/Ninja-To

Type: One-handed

Requires:

10 Strength

Weight: 3

#### Spider's Kiss +2

(Taken from NWN2) - Item Location

The weapon used by the drow druidess, Pai'Na, within the lower tombs of Athkatla. The blade of this dark weapon is slick with a permanent coating of spider venom.

STATISTICS:

Combat abilities:

- Hit target suffers 1 point of poison damage per second for 1 round (Save vs. Poison negates)

THACO: +2

Damage: 1D8+2

Damage type: Slashing

Speed Factor: 4

Proficiency Type: Scimitar/Wakizashi/Ninja-To

Type: One-handed

Requires:

10 Strength

Weight: 3

### Short Swords

#### Ichthia's Neck-Knife

(Taken from NWN2) - Item Location

Spellcasters facilitate research by bartering magic, and though the practice does not usually span across planes, some resources just cannot be had locally. Such is the case for Ichthia, a sorceress currently peddling finely crafted implements of death. Though never seen, the cost of her shadowy aid is well known: she barters in souls, usually with people not aware of their worth. The original owners of a Neck-Knife are often dead on the inside themselves.

STATISTICS:

Combat abilities:

- Each hit drains 3 Hit Points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum.

THAC0: +2

Damage: 1d6+2

Damage type: Piercing

Speed Factor: 2

Proficiency Type: Short Sword

Type: One-handed

Requires:

5 Strength

Weight: 3

#### Sloth +2

(Taken from IWD) - Item Location

The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Inscriptions of power can be seen etched on the surface of the blade.

STATISTICS:

Combat abilities:

- 10% chance target is slowed for 2 rounds

THAC0: +2

Damage: 1d6+2

Damage type: Piercing

Speed Factor: 2

Proficiency Type: Short Sword

Type: One-handed

Requires:

5 Strength

Weight: 3

### Spears

#### Briarspike +2

(Taken from NWN2) - Item Location

Briarspikes look like they could have been plucked from some giant quill-covered beast, but the methods involved are very sophisticated and bear the hallmarks of Menold of Waterdeep. This may shed some light on his fate, as he was reported lost to an orc raid on his tower years ago. He may have attempted to buy his freedom with his services, but it would have only made him more valuable as a prisoner.

STATISTICS:

THAC0: +2

Damage: 1d6+2, +2 poison damage

Damage type: Piercing

Speed Factor: 4

Proficiency Type: Spear

Type: Two-handed

Requires:

5 Strength

Weight: 3

#### Heartwood Spear +4

(Taken from NWN2) - Item Location

This weapon was a gift from the elven nation to the kingdom of Algarond after the declaration of peace between the two peoples in 1065 DR. Spears of this type are carefully crafted, and rumored to come from the wood of Evereska itself.

STATISTICS:

Combat abilities:

- Target must save vs. Spell or be stunned for 1 round

THAC0: +3

Damage: 1d6+3, +1d4 acid damage

Damage type: Piercing

Speed Factor: 3

Proficiency Type: Spear

Type: Two-handed

Requires:

5 Strength

Weight: 3

### Two-Handed Swords

#### Blade of the Rashemi +3

(Taken from NWN2) - Item Location

Like all greatswords from the Land of Berserkers, these weapons are massively built, and so durable that some have survived for thousands of years. These swords are notable for their effectiveness against spellcasters, and history records that the land's Witch rulers expelled all known copies out of fear of their abilities.

STATISTICS:

Equipped abilities:

- Magic Resistance: +15%

Charge abilities:

- Stoneskin once per day (1 skin per use) Duration: 12 hours Area of Effect: The user

THAC0: +3

Damage: 1d10+3

Damage type: Slashing

Speed Factor: 7

Proficiency Type: Two-handed Sword

Type: Two-handed

Requires:

14 Strength

Weight: 10

#### Kresselack's Sword +1

(Taken from IWD) - Item Location

Kresselack, the barbarian king, once wielded this sword to aid him in his conquest of the northern lands. It is not known, however, how he originally acquired the weapon. Most scholars believe Kresselack simply found the weapon in one of his many conquests. However, rumors do persist that the sword was the creation of some powerful wizard and was commissioned by Kresselack himself. The truth of the matter will never be known.

STATISTICS:

Equipped abilities:

- Cold Resistance: +10%

THAC0: +1

Damage: 1d10+1

Damage type: Slashing

Speed Factor: 8

Proficiency Type: Two-handed Sword

Type: Two-handed

Requires:

14 Strength

Weight: 12

#### Serrated Bone Blade +3

(Taken from IWD) - Item Location

Emanating a faint blue aura, this gigantic weapon is a serrated two-handed sword made of bone. It will occasionally strike with a shocking force of cold, chilling the victim to the bone.

STATISTICS:

Combat abilities:

- 20% chance of dealing +1d10 cold damage

THAC0: +3

Damage: 1d10+3

Damage type: Slashing

Speed Factor: 10

Proficiency Type: Two-handed Sword

Type: Two-handed

Requires:

14 Strength

Weight: 25

#### The Golem's Blade +3

(Taken from NWN2) - Item Location

Part of the process in creating a blade golem involves the crafting of a powerful magic sword to serve as one of the golem's "arms." Usually, the sword becomes a part of the golem, losing all enchantment if the golem is destroyed, but the exceptional power and craftsmanship of this particular sword allowed it to survive its golem's destruction.

STATISTICS:

Equipped abilities:

- Strength: +3

Combat abilities:

- Deals an extra 2d6 points of slashing damage on a critical hit

THAC0: +3

Damage: 1d12+3, +1d6 slashing damage

Damage type: Slashing

Speed Factor: 6

Proficiency Type: Two-handed Sword

Type: Two-handed

Requires:

14 Strength

Weight: 11

#### Two-Handed Sword +1: Hammering

(Taken from IWD) - Item Location

The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.

STATISTICS:

Combat abilities:

- 20% chance target is stunned for 3 seconds

THAC0: +1

Damage: 1d10+1

Damage type: Slashing

Speed Factor: 9

Proficiency Type: Two-handed Sword

Type: Two-handed

Requires:

13 Strength

Weight: 12

### Wakizashis

#### Eye of the Sun +3

(Taken from NWN2) - Item Location

The markings on this wakizashi indicate it was crafted by a monk of the Sun Soul School. The handle radiates a faint heat when it's grasped.

STATISTICS:

THAC0: +3

Damage: 1d8+3, +1 fire damage, +1 acid damage

Damage type: Piercing

Speed Factor: 0

Proficiency Type: Scimitar/Wakizashi/Ninjatō

Type: One-handed

Requires:

5 Strength

Weight: 2

#### The Dark Companion +4

(Taken from NWN2) - Item Location

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

STATISTICS:

Equipped abilities:

- Critical Hit Chance: +5%

Combat abilities:

- Deals an extra 1d10 points of piercing damage on a critical hit

THAC0: +4

Damage: 1d8+4

Damage type: Piercing

Speed Factor: 0

Proficiency Type: Scimitar/Wakizashi/Ninjatō

Type: One-handed

Requires:

5 Strength

Weight: 1

### Warhammers

#### Corrosive Hammer +2

(Taken from IWD) - Item Location

Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an eighteen-inch shaft. It has also been bestowed with a small number of magical properties, however, making it more effective in combat.

STATISTICS:

Combat abilities:

- 30% chance of dealing +1d4 acid damage

THAC0: +2

Damage: 1d4+3

Damage type: Crushing

Speed Factor: 3

Proficiency Type: War Hammer

Type: One-handed

Requires:

9 Strength

Weight: 6

#### Lesser Rift Hammer +1

(Taken from NWN2) - Item Location

During the Time of Troubles the walls between dimensions seemed particularly thin, and many creatures normally confined to other planes walked the face of Toril. Unfamiliar items appeared as well, including several of these weapons found after portals or rifts were sighted. The true origins of the Rift Hammers have never been explained, and superstitious folk refuse even to hold them for fear they retain the taint of the lower planes.

STATISTICS:

THAC0: +1

Damage: 1d4+2, +1 fire damage

Damage type: Crushing

Speed Factor: 3

Proficiency Type: War Hammer

Type: One-handed

Requires:

9 Strength

Weight: 6

#### Rift Hammer +3

(Taken from NWN2) - Item Location

During the Time of Troubles the walls between dimensions seemed particularly thin, and many creatures normally confined to other planes walked the face of Toril. Unfamiliar items appeared as well, including several of these weapons found after portals or rifts were sighted. The true origins of the Rift Hammers have never been explained, and superstitious folk refuse even to hold them for fear they retain the taint of the lower planes.

STATISTICS:

THAC0: +3

Damage: 1d4+4, +1d4 fire damage

Damage type: Crushing

Speed Factor: 1

Proficiency Type: War Hammer

Type: One-handed

Requires:

9 Strength

Weight: 4

## Armors

### Robes

#### Dragon Disciple's Robe

(Taken from NWN2) - Item Location

These robes were specifically crafted for a dragon disciple who's name has been lost to time. Other casters may wear and use the robes; however, their true potential becomes unlocked when worn by a dragon disciple.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Can memorize one extra 3rd-level spell
- Decrease spellcasting time by 1 (Dragon Disciple's only)

Weight: 3

#### Robe of Enfusing

(Taken from IWD) - Item Location

Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Magic Resistance: +5%
- Lore: +5
- Can cast one extra 1st-level wizard spell

Weight: 4

#### Robe of Armory

(Taken from IWD) - Item Location

There are a small number of these valuable gold and crimson robes floating around the realms, and all of them are the creation of an abjurer named Delgam of the Many Hands—so called for his extensive use of the expression "on the other hand..." Delgam eschewed imbuing his items with offensive powers or other miscellaneous magic effects. Instead, he focused on what abjurers tend to focus on: defense. His robes were extremely popular, so much so that mages were coming to him from all over the world to demand that he make more for them. Delgam decided to fade into obscurity rather than cater to packs of power-hungry wizards. His robes are his most well-known legacy.

STATISTICS:

Equipped abilities:

- Armor Class: 3
- Physical Damage Resistance: +10%

Weight: 5

#### Tasha's Atrocious Robe

(Taken from NWN2) - Item Location

Tasha, the planar-traveling enchantress rumored to be from a parallel prime universe, is perhaps best remembered now for the development of her eponymous dweomer that causes uncontrollable fits of laughter. However, the diminutive wizard also created several powerful artifacts, this robe among them.

STATISTICS:

Equipped abilities:

- Armor Class: +1
- Saving Throws: +1
- Magic Resistance: +10%

Weight: 4

#### Will of the Wychlaran

(Taken from NWN2) - Item Location

Crafted by the male spellcasters of the Rashemi, these robes were originally meant for the witches to wear when they fought a particuarly troublesome foe. However, they are sized to fit both genders in the rare times when both male and female Rashemi spellcasters take to the field of battle, and pit their intense powers and determination against the might of their foes.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Can memorize one extra 6th-level spell
- Magic Resistance: +20%

Weight: 3

### Leather Armors

#### Armor of Loyalty

(Taken from NWN2) - Item Location

When he angered a rival enchanter, the wizard Mekhari came under repeated attack from his own charmed bodyguards. This was expensive as well as dangerous, so he set about trying to counter the threat in a way that would not mean constantly killing his own men. With armor of this type Mekhari considered his men above reproach. He was proven wrong when his own lieutenant murdered him in a dispute over back wages.

STATISTICS:

Equipped abilities:

- Wearer is immune to Charm

Armor Class: 7 (9 vs. piercing and missile)

Requires:

4 Strength

Weight: 5

#### Aurumvorax Armor

(Taken from NWN2) - Item Location

This gold-hued armor is supposedly made from the hide of a ferocious aurumvorax, a six-legged wolverine-like beast that devours not only meat, but also precious metals. The diet of the creature gives its hide a spectacular finish and incredible protective qualities, a resilience shared by armor constructed from it.

STATISTICS:

Equipped abilities:

- +5% resistance to slashing and piercing damage

Armor Class: 6 (8 vs. piercing and missile)

Requires:

4 Strength

Weight: 5

### Studded Leather Armors

#### Black Flame Armor

(Taken from NWN2) - Item Location

Halfling artificers are credited with creating the best-known modern examples of this heat resistant armor, having apparently constructed a number of suits to combat a marauding efreeti some 50 years ago. The design has since been copied, though the great expense involved and the highly specific focus of the finished item means that copies are rarely seen on the market.

STATISTICS:

Equipped abilities:

- Fire Resistance: +30%

Armor Class: 4 (2 vs. slashing, 3 vs. piercing and missile)

Requires:

6 Strength

Weight: 6

#### Salamander Hide Studded Leather Armor

(Taken from NWN2) - Item Location

This hide, from a lizard-like creature native to the Elemental Plane of Fire, is supple and easier to work than dragon hide. Armor crafted from salamander hide offers the wearer some protection from fire and physical damage.

STATISTICS:

Equipped abilities:

- Fire Resistance: +10%
- +5% resistance to slashing, piercing, and crushing damage

Armor Class: 6 (4 vs. slashing, 5 vs. piercing and missile)

Requires:

6 Strength

Weight: 6

### Chain Mail Armors

#### Anti-Venom Chainmail

(Taken from NWN2) - Item Location

This armor has been blessed by a priest's Neutralize Poison spell and so grants the bearer protection against venoms of all types. It does not bear the mark of any specific maker.

STATISTICS:

Equipped abilities:

- Immunity to poison

Armor Class: 4 (2 vs. slashing, 6 vs. crushing)

Requires:

8 Strength

Weight: 20

#### Baleful Mail

(Taken from IWD) - Item Location

This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep. During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune. Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics. Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep. After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic. He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation. Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail. He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours. When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate. Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years. His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep.

STATISTICS:

Equipped abilities:

- Charisma: -2
- Immunity to Dire Charm, Charm Person, Confusion, Command, and Rigid Thinking

Armor Class: 3 (1 vs. slashing, 5 vs. crushing)

Requires:

8 Strength

Weight: 45

#### Darksteel Chain +1

(Taken from NWN2) - Item Location

Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. This alloy of meteoric iron and steel is tempered with rare, magical oils to give the metal its uncanny abilities.

STATISTICS:

Equipped abilities:

- Acid Resistance: +10%

Armor Class: 4 (2 vs. slashing, 6 vs. crushing)

Requires:

8 Strength

Weight: 10

#### Doron's Mistake

(Taken from NWN2) - Item Location

Doron was a master dwarven smith, but even masters make mistakes. While disassembling a suit of "worthless elven chain" - for research, of course - he accidentally dropped several links into his forge, and that trace amount of mithral tainted everything he made until he could scour the thing from top to bottom. Each suit made during this time was infused with strange magic, but Doron threw them all on the trash heap, and was known to slap anyone he saw wearing one.

STATISTICS:

Equipped abilities:

- Saving Throws: +1

Armor Class: 3 (1 vs. slashing, 5 vs. crushing)

Requires:

8 Strength

Weight: 10

#### Eveningchain

(Taken from NWN2) - Item Location

For those who pair the disciplines of steel and spell, this armor seems crafted to fit them, as they bridge the daylight realm of war and the nighttime realm of magic. And as this armor allows its user to cast freely, so does it protect them from being instantly slain by certain spells - promising that it will not allow them swift passage into the hands of death.

STATISTICS:

Equipped abilities:

- Immunity to all forms of death magic

Armor Class: 2 (0 vs. slashing, 3 vs. crushing)

Requires:

5 Strength

Weight: 8

### Plate Mail Armors

#### Deep Guardian's Plate

(Taken from NWN2) - Item Location

In an effort to better protect their soldiers, the artificers of ancient Imaskar set about creating a kind of living symbiote, something that would bond with their user and protect them from harm. Using specimens pulled from the deepest pits of the ocean, the Imaskari spellcasters slowly began to graft these magically-enhanced creatures onto suits of plate mail, weaning them off of salt water and forcing them to rely on magic for nourishment. This technique worked well, allowing the user a far greater resistance to spells than normal... but other magewrights looked upon this creation with a growing fear, worried that a creature that fed on magic might soon grow too hungry and feed upon its masters instead. Because of this, only a few suits of this armor were ever made, and the creatures created by the Imaskari sealed away and forgotten. When Imaskar fell, it is likely they crept back into the silent darkness they'd come from... or possibly changed into something else...

STATISTICS:

Equipped abilities:

- Magic Resistance: +10%
- Immunity to hold and paralysis

Armor Class: 1 (-2 vs. slashing)

Requires:

12 Strength

Weight: 20

#### The Gilded Defender - Dwarven Fighter/Kit Only

(Taken from NWN2) - Item Location

The ring of metal against metal seems to cling to this ornate suit of the very finest armor. Hammered into the most intricate of shapes by the finest dwarven smiths, this armor speaks of the dwarven cultures most honored companions: the Defenders. None shall pass their shield wall and none shall withstand their charge.

STATISTICS:

Equipped abilities:

- Strength: +2
- Hit Points: +10

Armor Class: 1 (-2 vs. slashing)

Requires:

12 Strength

Weight: 25

### Full Plate Mail Armors

#### Armor of Freedom

(Taken from NWN2) - Item Location

After his escape from magical imprisonment, the warrior-priest Archiel vowed he would never again be captured by sorcery. He devoted years to forging these suits of armor for himself and his companions, but ironically was waylaid by mundane means, and died chained to the wall of an ordinary cell.

STATISTICS:

Equipped abilities:

- Free Action

Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)

Requires:

15 Strength

Weight: 35

#### Armor of Gram the Mouse - Paladin Only

(Taken from NWN2) - Item Location

At the age of eighteen, a small young man from Voonlar named Gram Chandler was inducted into the ranks of the Damaran paladins of Torm. Nicknamed "the Mouse" by his fellow classmates for his small size and great love of cheese, Gram had become well-respected during his time as an initiate. However, when it came time to arm and armor the initiates as full paladins of the church, the embarrassed order found that it did not possess a suit small enough to fit Gram. The priests and paladins apologized to Gram and told him they would get a suit of armor made as quickly as possible. Though Gram's classmates snickered about it, Gram smiled and quietly went about his business.

Only a month later, while most of the other paladins of the church were away on business, a lone wounded rider approached the Tormish fortress and demanded to see whoever was in charge. Gram was far from in charge, but there were no paladins of rank present. The rider turned out to be a Thayan escort for a female Red Wizard who had been attacked by bugbears in the wilderness. The priests sneered at the rider when they learned of his nationality, but Gram told the escort it was his duty to protect travelers from aggression within Tormish territory. The priests tried to dissuade Gram from attempting to go after the Red Wizard, but Gram rebuked them and repeated to the escort that it would be his honor to mount a rescue effort.

Protected only by his helmet and the heavy hide demanded by the climate, Gram followed the escort to the site of the battle. From there, the escort tracked the bugbears to a cave. When Gram and the escort entered, they immediately came under heavy attack from bugbears. The escort's resolve faded and he fled back into the wilderness. Gram pressed on, killing four bugbears and wounding two more before he died within sight of the Red Wizard. Though the bugbears were by no means wiped out, the attack weakened and confused them enough that the Red Wizard was able to blast her way out of the cave system.

Later, she returned to Damara and approached the priests of the wilderness temple of Torm from which Gram came. When she learned about the selfless valiance of Gram, even her Thay-hardened heart was moved. She had a suit of armor constructed and enchanted for her small savior. It was built to the finest standards of quality, and it is said that the priests and paladins of Torm assembled at Gram's burial gasped in awe at its beauty. In later years, Gram was used as an example of devotion to duty for fledgling paladins. His revered tomb was looted by a fractured orcish army from Vaasa when the temple was destroyed in 1298 DR.

STATISTICS:

Equipped abilities:

- Resistance to Magic Damage: +5%

Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)

Requires:

15 Strength

Weight: 50

#### Storm Armor of the Earth's Children - Shorty Race Only

(Taken from NWN2) - Item Location

This well-crafted suit of full plate armor is sized for smaller humanoids, and is crafted of a strange nonmetallic substance that does not conduct electricity or heat. Lore has it that the substance comes from some other plane of existence.

STATISTICS:

Equipped abilities:

- Cold Resistance: +10%
- Electrical Resistance: +10%
- Fire Resistance: +10%

Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)

Requires:

15 Strength

Weight: 40

## Shields

### Bucklers

#### Dwarven Mirth

(Taken from NWN2) - Item Location

Among the dwarven people, the father of all bards was the Master Talesmith Simeron Steelhammer. Well-versed in his people's history and lore, he traveled extensively, spreading tales of their culture and achievements. Near the end of his long life, he returned one last time to his home in the Great Rift. From every lintel hung a version of this shield, commissioned by his clansmen to commemorate his homecoming.

Equipped abilities:

- Armor Class: +2
- No protection against missile attacks
- Charisma: +2

Requires:

4 Strength

Weight: 2

#### Shield of the Magi

(Taken from NWN2) - Item Location

This lightweight shield is of ogre magi construction. Its interior rim is covered with runes of both protection and power.

STATISTICS:

Equipped abilities:

- Armor Class: +3
- No protection against missile and piercing attacks
- Can memorize one extra 4th-level spell

Charge abilities:

- Minor Globe of Invulnerability once per day Special: User is immune to 1st-, 2nd-, and 3rd-level spells Duration: 2 turns

Requires:

4 Strength

Weight: 1

### Small Shields

#### The Frostmaiden's Bane

(Taken from NWN2) - Item Location

This mithral light shield of improved cold resistance has languished in the Imaskari Forges for centuries, never having seen use. The priests of Auril it was meant to be used against were instead slain by a particularly nasty magical plague spread by Imaskari sorcerers.

Equipped abilities:

- Armor Class: +3
- No protection against missile attacks
- Cold Resistance: +20%

Requires:

4 Strength

Weight: 2

#### Protector

(Taken from NWN2) - Item Location

This light shield proudly bears the mark of Luiren, homeland of the strongheart halflings. While few people think of halflings as possessing any real military tradition, the Luiren folk maintain well-organized militias led by the local clergy and supported with powerful divine magic. This shield likely belonged to an ordinary Luiren soldier who fell in defense of his homeland.

STATISTICS:

Equipped abilities:

- Armor Class: +3 (only +2 vs. missile)
- No protection against missile attacks
- +5% resistance to slashing, piercing, and crushing damage

Requires:

4 Strength

Weight: 2

### Medium Shields

#### Kepeturi Crest +3

(Taken from NWN2) - Item Location

This heavy shield was once held in the Mulhorandi prayer towers of Kepetur. After the towers fell to the archfiend Eltab and his minions, it ended up in the powerful hands of the Thayans.

STATISTICS:

Equipped abilities:

- Armor Class: +4
- Wisdom: +2

Charge abilities:

- Sunray once per day Damage: 3d6 (Save vs. Spell or be blinded for 1 turn) Undead: An additional 1d6 points of damage per level of caster (Save vs. Spell or be destroyed) Range: 20 ft. Area: 15-ft. radius

Requires:

12 Strength

Weight: 7

#### Laeral's Spell Shield +1

(Taken from NWN2) - Item Location

Named for Laeral Silverhand Arunsun, who created the first shield of this type, this large steel shield also imbues the wearer with resistance against spells.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Magic Resistance: +10%

Requires:

12 Strength

Weight: 6

#### Silver Shield +2

(Taken from NWN2) - Item Location

This shield is made of the same silvery metal used in the creation of the famed githyanki silver swords and possesses several potent defensive abilities. Whether the githyanki would make it a point to hunt down the bearer of this shield as they do for their silver swords is unknown.

STATISTICS:

Equipped abilities:

- Armor Class: +3
- +10% resistance to slashing, piercing, and crushing damage
- Protects against all forms of panic and boosts morale

Requires:

12 Strength

Weight: 5

#### Triune Shield +3

(Taken from NWN2) - Item Location

Sacred to the triple goddesses of Rashemen - Bhalla, Mielikki, and the Hidden One - the powers of the three that protect the land have invested their interest in this shield, and reflect their united desire to protect its user.

STATISTICS:

Equipped abilities:

- Armor Class: +4
- Magic Resistance: +10%
- Immunity to disease

Requires:

12 Strength

Weight: 3

#### Uthgardt Holy Shield +2

(Taken from NWN2) - Item Location

The Uthgardt value strength above all, and these shields provide strength to spare. They also disdain fancy talk and fine words, and the shields do their best to make the wearer as barbaric as the wild men of the north.

STATISTICS:

Equipped abilities:

- Armor Class: +3
- Strength: +2
- Charisma: -2

Requires:

12 Strength

Weight: 7

### Large Shields

#### Large Shield of Strength +1

(Taken from IWD) - Item Location

The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:

- Armor Class: +2, an extra +1 vs. missile attacks
- Strength: +1
- Slashing Resistance: +10%
- Piercing Resistance: +10%

Requires:

14 Strength

Weight: 12

## Accessories

### Amulets

#### Amulet of Health

(Taken from NWN2) - Item Location

Natnea Chesh was one of the first priestesses of Kelemvor in the Moonshae Islands, and became known as "The Defender of the Dead", when she helped stop a necromancer from raising an army of undead. As a gift for her heroic deeds, Kelemvor gave her this amulet, along with the secret of making copies for other clerics dedicated to the destruction of powerful undead creatures. Many a thief has since found these items to be invaluable in their line of work as well.

STATISTICS:

Equipped abilities:

- Immunity to disease
- Negative Plane Protection
- Immunity to poison

Weight: 1

#### Amulet of Pure Love

(Taken from NWN2) - Item Location

This amulet appears plain and unordinary. When you hold it in your hand, you think you feel a faint echo - an echo of happiness, of complete fulfillment. But as soon as you release the amulet, the feeling is gone and you're unsure whether it was real or imagined.

STATISTICS:

Equipped abilities:

- Negative Plane Protection
- Protects against all forms of panic and boosts morale
- Regenerate 1 HP/round

Charge abilities:

- Greater Restoration once per day Special: Reverses any previous level drain; cures feeblemind, confusion, berserk, disease, and poison; and fully heals the target Range: Touch Area of Effect: 1 creature

Weight: 1

#### Periapt of Wisdom +2

(Taken from NWN2) - Item Location

Although it appears to be a simple pearl on a light chain, a Periapt of Wisdom is a powerful item. These items improve perception and insight, and are often used as meditative tools by high-ranking clergy of a faith.

STATISTICS:

Equipped abilities:

- Wisdom: +2

Weight: 1

#### The Amulet of Protected Dalliances

(Taken from NWN2) - Item Location

The half-elf ranger Craylin acquired a dangerous addiction to the companionship of dryads, nymphs, and sylphs. Though lacking in willpower, the ranger was exceedingly bright - he commissioned this protective amulet to increase his chance of survival when pursuing his "hobby."

STATISTICS:

Equipped abilities:

- Immunity to charm, confusion, and domination
- Charisma: +1

Weight: 1

#### The Ancient Sermon - Cleric Only

(Taken from NWN2) - Item Location

Prized almost universally by clerics of every deity, these rare amulets are said to bestow a god or goddess's favored gaze on the user, granting them additional spells and divine protection.

STATISTICS:

Equipped abilities:

- Armor Class: +1
- Can memorize one extra divine spell of each level from 1st to 3rd

Weight: 1

#### Black Wolf Talisman

(Taken from IWD) - Item Location

This crude talisman appears to be nothing more than a flat piece of stone with a wolf's paw painted on it. Despite its simple appearance, the Black Wolf Talisman contains powerful beneficial magic.

STATISTICS:

Equipped abilities:

- Armor Class: +1
- Save vs. Breath: +1
- Cold Resistance: +10%
- Maximum Hit Points: +10

Weight: 1

#### Ysridain's Soul - Bard Only

(Taken from NWN2) - Item Location

Everyone said that the bard Ysridain's ability with a lute was exceptional, but a few maintained that it was something more, something supernatural. After Ysridain's death at the hands of a jilter lover, the people of Waterdeep learned just how true those rumors had been. Early in his career, Ysridain realized that his physical beauty was far greater than his talent with music. He was a gifted musician, but he knew he would never be legendary unless he had assistance. Ysridain contracted a wizard to summon forth a powerful demon so the bard could negotiate a pact with the forces of darkness. A succubus answered the call. She agreed to inspire Ysridain with creative forces beyond his understanding. In exchange, upon his death, all that had resulted from her inspiration and Ysridain's soul would be hers.

Ysridain thought on this for a short time and eventually agreed to the succubus' deal. The succubus occupied a pendant that Ysridain wore around his neck. It had the effect of inspiring the bard to great musical deeds, but it also created intense physical lust. When Ysridain died, the bard's soul was swapped into the amulet and the succubus was released into the world. If the amulet ever shatters, Ysridain's soul will be dragged straight to the lower planes. Until then, Ysridain's succubus roams Faerun searching for the children sired by the bard's lust.

STATISTICS:

Equipped abilities:

- Hit Points: +15

Weight: 1

### Belts

#### Belt of Agility +2

(Taken from NWN2) - Item Location

Attempting to form an anti-thieves' guild, Ronger Delphos, a successful merchant, paid thieves to become security experts, to guard merchants in Waterdeep. The guards were trained to use wands with the Hold Person spell, to capture the thieves for interrogation. To counteract this security measure, magical belts were purchased by the thieves' guild, which nullified the effects of such spells. In the escalating war between the two guilds, many of these belts found their way into pawnshops and equipment stores.

STATISTICS:

Charge abilities:

- Dexterity: +2
- Immunity to hold

Weight: 2

#### Construct Girdle

(Taken from NWN2) - Item Location

Designed to mimic the power and resilience of the most well-crafted golem, this belt grants the wearer tremendous strength and resistance to strikes on even the most critical areas. Unfortunately, this item also has the tendency to duplicate a golem's weaknesses as well, slowing the user down a great deal and making their skin brittle, rock-like, and more vulnerable to certain types of attacks.

STATISTICS:

Equipped abilities:

- Strength: +6
- Dexterity: -6
- Immunity to backstab, hold, and paralysis
- -50% resistance to crushing damage
- May only be removed with a Remove Curse spell

Weight: 2

#### Ceremonial Uthgardt Belt

(Taken from NWN2) - Item Location

In an attempt to keep the thriving Uthgardt clans under control, a long-forgotten gathering of druids inflicted them with a virulent pox. This disease soon spread out of control, and far from curbing their numbers actually threatened their extinction. To maintain the balance, these same druids created a number of these ceremonial belts to ensure the survival of the clan's leaders. Ultimately the Uthgardt survived the plague, though the incident did not improve their opinion of outsiders.

STATISTICS:

Equipped abilities:

- Immunity to disease
- Save vs. Death: +4

Weight: 2

#### Graena's Triumph - Barbarian Only

(Taken from NWN2) - Item Location

The famous barbarian explorer Graena was a member of the Sky Pony tribe of the Uthgardt northerners. When she tried to leave the tribe to seek her fortune in southern lands, the elders of the tribe told her she could not leave. At that time, only men were allowed to leave the tribe. The elders believed women were too valuable to let go. In order to prove herself to the elders, Graena had to run a gauntlet of the strongest warriors in the tribe and wrest the belt of the head warrior from his body. Graena underwent the challenge and emerged bloody and broken, but victorious. According to tribal law, she was now the head warrior of the tribe and effectively male. The elders knew she was going to leave, but they gave her a warrior's name, Graena Blood-Has-Dried. She left the tribe, relinquished her position to the old head warrior, and returned his belt to him. But before she left, she swore to never harm a member of the tribe if she encountered one in the future.

Years later, she looked back on that fateful day and felt pride in the fact that she had beaten the greatest men of her tribe. She had a belt constructed that looked identical to the belt she had won. Not content to stop there, she had a priest of Tempus bless it with a powerful enchantment. Graena was wearing her belt when she died fighting a vampire and his undead minions in ancient Illefarn ruins.

STATISTICS:

Equipped abilities:

- Strength: +2
- Constitution: +2

Weight: 2

#### Grainstone Belt - Monk Only

(Taken from NWN2) - Item Location

The Dark Moon sect has a reputation for hardiness in the hand-to-hand combat challenges they hold annually. Unbeknownst to the other monastic orders, the Dark Moon sect has developed this belt which gives their champions an unfair advantage over their unenhanced brethren.

STATISTICS:

Equipped abilities:

- Strength: +2
- +5% resistance to slashing, piercing, and crushing damage

Weight: 2

#### Greater Swordsman's Belt

(Taken from NWN2) - Item Location

To honor those warriors who accomplish great deeds within the ranks of the Purple Dragon Knights, King Azoun IV had the Royal Magician Vangerdahast create these belts. His daughter, Alusair, now continues that tradition, occasionally offering these belts to entice proven adventurers into joining the ranks of the Purple Dragons.

STATISTICS:

Equipped abilities:

- +20% resistance to slashing damage

Weight: 2

#### Lathar's Last Belt

(Taken from NWN2) - Item Location

Lathar was a wizard of little renown who thought himself worthy to test a powerful archmage in a magical duel. Knowing his rival's penchant for death magic, Lathar crafted this special belt to grant himself immunity against such wizardry. The day of the duel came and the two wizards squared off against each other. The archmage flung nasty fingers of death and invoked powerful power word kills left and right and all the while Lathar laughed.

"Do your worst!" Lathar said, mocking his rival.

The archmage frowned. Then with a clever smile he snapped his fingers and summoned forth a dire bear which promptly swallowed poor Lathar in just one bite.

STATISTICS:

Equipped abilities:

- Spell Immunity: Finger of Death
- Spell Immunity: Power Word, Kill

Weight: 2

#### Sash of Shimmering

(Taken from NWN2) - Item Location

When the wizard Midnight saw her abilities grow so great as to assume a station amongst the gods, her soul drank magic straight from the fabric of the weave. She ascended, abandoning much of her mortal self and belongings, though they too were transformed. The sash she wore absorbed so much energy that it sundered, and each of the many pieces became a powerful item in its own right, protecting the wielder from magical attack.

STATISTICS:

Equipped abilities:

- Magic Resistance: +10%

Weight: 2

#### Swordsman's Belt

(Taken from NWN2) - Item Location

To honor those warriors who accomplish great deeds within the ranks of the Purple Dragon Knights, King Azoun IV had the Royal Magician Vangerdahast create these belts. His daughter, Alusair, now continues that tradition, occasionally offering these belts to entice proven adventurers into joining the ranks of the Purple Dragons.

STATISTICS:

Equipped abilities:

- +10% resistance to slashing damage

Weight: 2

### Boots

#### Boots of Hardiness +1

(Taken from NWN2) - Item Location

Having explored the northlands extensively, a druid named Aawill commissioned the creation of these comfortable boots. Knowing he was heading for the sometimes-dangerous domain of the Neverwinter Woods, Aawill was looking for something helpful in combat, to lighten his need for armor. Since becoming the Archdruid for the Neverwinter Wood's Druid Grove, Aawill has commissioned several, more powerful versions of his original boots.

STATISTICS:

Equipped abilities:

- Armor Class: +1
- Constitution: +1

Weight: 4

#### Boots of Hardiness +2

(Taken from NWN2) - Item Location

Having explored the northlands extensively, a druid named Aawill commissioned the creation of these comfortable boots. Knowing he was heading for the sometimes-dangerous domain of the Neverwinter Woods, Aawill was looking for something helpful in combat, to lighten his need for armor. Since becoming the Archdruid for the Neverwinter Wood's Druid Grove, Aawill has commissioned several, more powerful versions of his original boots.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Constitution: +2

Weight: 4

#### Boots of Hardiness +3

(Taken from NWN2) - Item Location

Having explored the northlands extensively, a druid named Aawill commissioned the creation of these comfortable boots. Knowing he was heading for the sometimes-dangerous domain of the Neverwinter Woods, Aawill was looking for something helpful in combat, to lighten his need for armor. Since becoming the Archdruid for the Neverwinter Wood's Druid Grove, Aawill has commissioned several, more powerful versions of his original boots.

STATISTICS:

Equipped abilities:

- Armor Class: +3
- Constitution: +3

Weight: 4

#### Boots of Striding +1

(Taken from NWN2) - Item Location

Blessed by priests of Shaundakul the Windrider, these boots seem to make even the most arduous journey easier and more pleasant. This is accomplished not by increasing the wearer's speed, but by making him hardier and more resistant to pain. Numerous versions of these boots exist, their power varying largely in accordance with the priest who blessed them.

STATISTICS:

Equipped abilities:

- Constitution: +1

Weight: 4

#### Boots of Striding +2

(Taken from NWN2) - Item Location

Blessed by priests of Shaundakul the Windrider, these boots seem to make even the most arduous journey easier and more pleasant. This is accomplished not by increasing the wearer's speed, but by making him hardier and more resistant to pain. Numerous versions of these boots exist, their power varying largely in accordance with the priest who blessed them.

STATISTICS:

Equipped abilities:

- Constitution: +2

Weight: 4

#### Boots of Striding +3

(Taken from NWN2) - Item Location

Blessed by priests of Shaundakul the Windrider, these boots seem to make even the most arduous journey easier and more pleasant. This is accomplished not by increasing the wearer's speed, but by making him hardier and more resistant to pain. Numerous versions of these boots exist, their power varying largely in accordance with the priest who blessed them.

STATISTICS:

Equipped abilities:

- Constitution: +3

Weight: 4

#### Boots of Sun Soul

(Taken from NWN2) - Item Location

The original version of these boots were said to be worn by the wise wanderer, Teki Jin, of Kara-Tur. As he traveled and grew in strength, Teki was joined by students who would follow in his path. When a student left to travel their own path, Teki would pass his old boots to his student, to remind them that every path under the sun should be walked in the wisdom of the past. After his death, many copies of his boots would show up in stores, each supposedly handed down from Teki to a student. Even if these copies are nothing more than clever forgeries, they do seem to assist the wearer in avoiding enemy attacks.

STATISTICS:

Equipped abilities:

- Armor Class: +3
- Dexterity: +3 (Monks only)

Weight: 4

#### Dragon Slippers

(Taken from NWN2) - Item Location

Feryl Dragonhunter was a monster of a man who, with four kills to his credit, thought he had perfected the art of dragon slaying. He aided his efforts by creating magical equipment from his previous victories, including several different boots he mockingly called his Dragon Slippers. Amazingly, Feryl was not defeated by his preferred enemy, but was surprised by a small band of goblins on his way to a hunt.

STATISTICS:

Equipped abilities:

- Dexterity: +2
- Magic Resistance: +10%
- Protects against all forms of panic and boosts morale

Weight: 4

#### Kitten Slippers

(Taken from NWN2) - Item Location

Crafted for a rich noble who wanted too much to masquerade as a daring thief - creeping about 'on little cat feet' - these boots hold many excellent enchantments to aid their user in all kinds of covert endeavors. They do, however, come with a warning to use them wisely: despite their powers, they provide no protection against a well-placed knife... as the noble found out himself when the local thieves guild wished to show their 'disapproval' of his nightly actions.

STATISTICS:

Equipped abilities:

- Dexterity: +2
- Free Action

Weight: 4

### Bracers

#### Bracers of Artifice

(Taken from NWN2) - Item Location

Created by ancient Imaskari artificers, bracers such as these hid extraordinary powers underneath their simple copper exteriors. In addition to protecting their user from harm with all the benefits of heavy armor - and none of the drawbacks - they let them focus and collect their arcane energy more efficently.

STATISTICS:

Equipped abilities:

- Armor Class: 5
- Can memorize one extra 8th-level spell
- Resistance to Magic Damage: +5%

Weight: 2

#### Bracers of Bruising

(Taken from NWN2) - Item Location

The Bracers of Bruising were commissioned by leaders of the Night Masks to promote cruelty and ruthlessness in the criminal organization's street-level operatives. The bracers have circulated among the most thuggish members of the gang for years, never remaining in the hands of one owner for long.

While the bracers are not "cursed" in the literal sense of the word, acquiring them has always been something of a mixed blessing. While they increase the wearer's power, they also tend to make their owner a target for other criminals covetous of the bracers' power - not to mention the status they afford one as "Westgate's Biggest Thug."

STATISTICS:

Equipped Abilities:

- Strength: +2

Weight: 2

#### Bracers of the Inner Planes

(Taken from NWN2) - Item Location

These bracers shield the wearer from the hostile environments found in the elemental planes as well as the Positive and Negative Material planes.

STATISTICS:

Equipped Abilities:

- Fire Resistance: +20%
- Cold Resistance: +20%
- Electrical Resistance: +20%
- Acid Resistance: +20%

Weight: 2

#### Imaskari Bracers of Immortality

(Taken from NWN2) - Item Location

These ancient bracers were presumably found in the depths of the Sunken City. Their craftsmenship suggests an Imaskari origin and despite being clearly magical, they look badly worn through the passage of millenia. You cannot be sure whether their magic has faded as much as their appearance has.

STATISTICS:

Equipped abilities:

- Constitution: +4
- Regenerate 1 HP/round

Weight: 2

### Cloaks

#### A Mad Gent's Cloak - Cleric Only

(Taken from NWN2) - Item Location

In the not-so-distant history of Abeir-Toril, the deities of the world were cast out of their celestial and infernal homes by the High God, Ao. The gods were forced to inhabit the bodies of mortals and walk the face of Faerun. This was an aptly-named Time of Troubles for most people in the world. For Madachi Jhent of Waterdeep, it meant the end of his fortune, his family, and his sanity.

When the Time of Troubles ended, the goddess of wealth, Waukeen was unaccounted for. The priests of that deity refused to disburse any of the funds Waukeen's lay followers had entrusted to the church. Madachi Jhent, who was heavily in debt at the time and in the process of moving his remaining fortune around, lost almost all of his wealth. His aristocratic wife, disgusted at her husband's financial collapse, took their children and traveled to Baldur's Gate. Madachi Jhent was only able to salvage a cloak, a pair of boots, and a pair of gloves from the collectors who looted his home.

He later claimed that as he lay in the street outside his home, he saw a pattern in the black fabric of the cloak he clutched in his hands. It was not until many weeks later that he realized the pattern matched the pattern of the High God, Ao. He believed it was a sign that he was destined to call the faithful to the new church of Ao.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Charisma: +2

Weight: 3

#### Antimagic Cloak

(Taken from NWN2) - Item Location

This plain-looking cloak is made from the fibers of plants specially cultivated during the Time of Troubles, and the weave of the cloak is woven counter to the magical Weave of Faerun. The result is that magic in its vicinity tends to fade and lose its power, making this a handy item to have when confronting mages.

STATISTICS:

Equipped abilities:

- Magic Resistance: +10%

Charge abilities:

- Minor Globe of Invulnerability once per day Special: User is immune to 1st-, 2nd-, and 3rd-level spells Duration: 2 turns

Weight: 3

#### Balhodrie's Constant Hearth - Thief Only

(Taken from NWN2) - Item Location

Balhoderie the Wrathful was a pirate captain in Nelanther in the mid-1300s DR. Though he was known for his great temper and brutality, he was rather sensitive when it came to physical discomfort from the elements. He was constantly commanding his underlings to add wood to his fires or open windows in his cabin. He was so annoyed by the inability of his crew to constantly maintain a perfect temperature around him that he hunted down a Stormlord of Talos and slew him for his cloak.

Though Balhoderie had some of his lady friends sew over the Talosian symbols on the cloak with bits of pirate flags, the brothers of the Stormlord never forgot Balhoderie's blasphemous plunder. By 1360, they had managed to install a youthful Stormlord on one of Balhoderie's three ships, the Sarketa. When the opportunity presented itself, the Stormlord roused the crew to mutiny. After Balhoderie had been overthrown, the Stormlord returned the cloak to the brotherhood and installed himself as the new commander of the dead pirate's fleet.

The Black Cloud Madion terrorized the southern Sword Coast for the next five years before he died in a bloody battle with heavily armed merchant ships just outside the port of Baldur's Gate.

STATISTICS:

Equipped abilities:

- Fire Resistance: +5%
- Cold Resistance: +5%

Weight: 3

#### Cape of the Fire Bath

(Taken from NWN2) - Item Location

Common among clerics and other powerful followers of Kossuth, these cloaks of resistance are brilliant red and embroidered with images of flames. The wearer can withstand both extremely hot weather and mystical fire damage.

STATISTICS:

Equipped abilities:

- Fire Resistance: +20%
- Saving Throws: +2

Weight: 3

#### Cloak of Burdened Spirits

(Taken from IWD) - Item Location

This incredibly heavy cloak was a gift from Sister Calliana for saving the soul of the Voice of Durdel Anatha. It was originally worn by a penitent necromancer who was ashamed at how he had abused the souls of the dead. The cloak is dark gray and made of five layers of thick, heavy wool.

STATISTICS:

Equipped abilities:

- Wisdom: +1

Weight: 80

#### Cloak of the Bat

(Taken from NWN2) - Item Location

Known only by his nickname, Stiletto the thief became renowned for his amazing skill at burglary. He claimed he could get in and out of the most secure, heavily guarded treasure rooms without ever getting caught. Once, on a dare, he snuck into Zhentil Keep and stole a ring from Fzoul's high chambers. Getting in seemed to be easy, but escaping turned out to be more difficult. When Stiletto found himself surrounded by multiple guards, the secret of his career was revealed. Stiletto turned into a bat and flew out through a window.

STATISTICS:

Equipped abilities:

- Armor Class: +2
- Infravision up to 120 ft.
- Hide In Shadows: +10%

Weight: 3

#### Cloak of the Blackflame

(Taken from NWN2) - Item Location

This cloak resembles a tangle of thick, black cobwebs when not worn, but smoothes into a woven black cloak of coarse threads when donned. It protects its wearer from energy-draining attacks.

Such cloaks originated in the halls of Sorcere in the city of Menzoberranzan where they are used by drow necromancers to protect themselves from their own creations. This cloak is an adaptation for use in the surface realm.

STATISTICS:

Equipped abilities:

- Immunity to level drain

Weight: 3

#### Cloak of the Heavens

(Taken from NWN2) - Item Location

Sacred to the goddess Eldath - the goddess of peace and quiet places - this cloak was passed down from generations of her faithful, designed to keep them safe if they had to travel outside of their quiet communities.

STATISTICS:

Equipped abilities:

- Maximum Hit Points: +15
- Saving Throws: +5
- Immunity to fear
- Immunity to Critical Hits

Weight: 3

#### Finch's Comforting Cloak

(Taken from NWN2) - Item Location

In the early days of his travels, Finch found Mayram, a monk of Torm, protecting a fellow group of travelers from a group of bandits. After helping her fight them off, he agreed to walk with her a ways farther. As they traveled together, the two became close friends, and Finch found himself falling in love with the young monk. Knowing they would part ways soon, and that their chosen lifestyles would never match, Finch gave Mayram his magical cloak, his most prized possession. The night before they were to arrive at their destination, they were attacked by a group of Malarite beast cultists, and the two fought vainly against greater strength and numbers. Finch fell before their assault, gravely wounded - but Mayram gave her last strength to save him, fighting until all of their enemies had been slain. She then gave the dying Finch back his cloak so that he could benefit from its magics - and perished immediately afterwards. Finch did his best to try and have her fellow monks resurrect her: but they only told him that her spirit had been taken into the very court of Torm, and that they could never undo so great an honor. Wracked with guilt and his unspoken feelings, Finch sold the cloak to a merchant and gave the money to the church, and again went on his travels... and sung of Mayram only once since.

STATISTICS:

Equipped abilities:

- Maximum Hit Points: +15
- Acid Resistance: +10%
- Fire Resistance: +10%
- Immunity to fear

Weight: 3

#### Greater Mantle of Spell Resistance

(Taken from NWN2) - Item Location

This embroidered garment is worn over normal clothing or armor. A favored defensive tool of powerful spellcasters, it grants the wearer significant resistance to all spells.

STATISTICS:

Equipped abilities:

- Magic Resistance: +20%

Weight: 3

#### Mantle of Gram the Mouse - Paladin Only

(Taken from NWN2) - Item Location

In 926 DR, ranks of the fighting orders of Torm grew thin due to a number of factors. In the northern reaches of the Dalelands, there were few who upheld the principles of duty and honor. The small number of priests there had a small trickle of converts to the faith and even fewer paladin candidates. But, on his thirteenth birthday, a local boy named Gram Chandler was presented to the church of Torm in Voonlar with the hopes that he would join one of their fighting orders. At first, the priests dismissed the boy because they thought he could be no older than nine years old. To their shock, they learned that his size was simply dwarfish for his age.

The priests were hesitant to admit such a small boy into a fighting order, but the list of applicants was lean. They put his name in the ledger of boys bound for Damara for training. The recording priest noted, "Gram Chandler, blond boy, aged thirteen, small, likes cheese." The paladin who inducted Gram as an initiate gave him a green cloak to warm him on their long journey north. Gram promised, unbidden, to never lose it. Unknown to the skeptical paladin, the boy would wear the cloak for the rest of his life.

STATISTICS:

Equipped abilities:

- Wisdom: +2
- Charisma: +2

Weight: 3

#### Mantle of Kossuth

(Taken from NWN2) - Item Location

Common among clerics and other powerful followers of Kossuth, these cloaks are brilliant red and embroidered with images of flames. With it, the wearer can withstand the ravages of both natural and magical flames.

STATISTICS:

Equipped abilities:

- Fire Resistance: +10%

Weight: 3

### Gauntlets

#### Elder Oak Gloves - Druid Only

(Taken from NWN2) - Item Location

Originally crafted by the druids of the High Forest from bark shed by the oldest living oaks in the wood, these potent gloves give the wearer a supernatural attunement with the natural world around him. The ancient treant Turlang is said to bestow Elder Oak Gloves upon druids who perform a great service in protection of the High Forest.

STATISTICS:

Equipped abilities:

- Wisdom: +2
- Can memorize one extra 1st-level, one extra 2nd-level, and one extra 3rd-level Druid spell

Weight: 2

#### Favor of Ilum Lura

(Taken from NWN2) - Item Location

The city of Nivian in ancient Illefarn observed an annual custom in which the six districts of the city vied for possession of the statue of a local hero. The tradition dictated that each of the districts participate in a non-lethal grand melee. The last combatant standing claimed the prize for his or her district. Since civic chaos was not the desired effect, each district had a champion that fought for its citizens. Though not required, champions often enjoyed a large morale boost when they had the patronage of a noble family.

In -1239 DR, the champion of the Artisan's District was a man named Beloran. Beloran was a man seemingly possessed by his desire to win the championship for his district. He had tried to do so for six years and failed each time. Unbeknownst to the citizens of the city, Beloran's sole motivation for participating in the melee was to earn the favor of the emperor's niece. The beautiful woman, Ilum Lura, had always politely rejected Beloran's advances. After six years of misplaced civic pride, Ilum's father commanded his daughter to give Beloran a token of her favor. She reluctantly did so, giving him a pair of riding gloves that he wore pinned to the shoulder of his sword arm. To the surprise of everyone outside the family, Beloran fought more ferociously than he ever had before. He won the statue for the Artisan's District. As custom dictated, this also meant that he was to receive a kiss from the lady whose favor he had worn into battle. Ilum gave Beloran his kiss and immediately retreated to her family estate.

In the following months, an inflamed and confused Beloran tried in vain to kindle a relationship with the elusive Ilum. She eventually agreed to meet with him, but only told him that her heart belonged to another. Deranged with grief at this revelation, Beloran journeyed into the deepest forests of Illefarn and was never heard from again. Those who saw him leave Nivian said that he was still wearing Ilum's favor upon his shoulder.

STATISTICS:

Equipped abilities:

- Dexterity: +4

Weight: 2

#### Ysridain's Touch - Bard Only

(Taken from NWN2) - Item Location

Besides his prized lute, the seductive half-elven minstrel Ysridain's most valued possessions were his hands. During one of his most famous affairs, Ysridain managed to seduce one of the most powerful wizards in old Waterdeep. This wizard, Crestana, cherished Ysridain's company so much that she crafted anything he wanted at the slightest suggestion. The product of one such request was a pair of fine, thin gloves that protected Ysridain's hands and made him even more charming.

Though few believe that Ysridain needed the help, he accepted the gloves happily. Unfortunately for the wandering bard, Crestana had also imbued the gloves with a power that made it more difficult for him to lie. When Ysridain began an affair with a few other Waterdhavian ladies, Crestana quickly caught wind of it. Caught leaving the home of one lady, Ysridain tried to talk his way out of the situation. Due to her enchantments, Crestana quickly saw through Ysridain's lies. Crestana unleashed her full magical force on the bard in a public park. It was the end of him. Though local authorities understood Crestana's motivation, they had to make an example of her. They banished her from Waterdeep and she was never heard from again.

STATISTICS:

Equipped abilities:

- Armor Class: +2

Weight: 1

### Helmets

#### Anagrys' Mindmaze - Wizard/Sorcerer Only

(Taken from NWN2) - Item Location

Anagrys Brightbrass was a talented gold dwarf wizard who hailed from the Great Rift, far to the south of Neverwinter. Although the folk of the North might be surprised by the idea of a dwarven wizard, the gold dwarves lack the suspicion of magic commonly held by shield dwarves. From an early age, Anagrys showed an aptitude for magic, and when she came of age at 50, her family enrolled her in the Academy Arcane deep within the Rift.

Anagrys studied sorcery under the tutelage of the archmage Randak Forn, a former adventurer who had spent much of his life making war on the aberrations that dwelt around the Great Rift. When Anagrys completed her studies, her teacher gave her this helmet, which he had worn while adventuring in the Underdark. Randak hoped to encourage his pupil to take up his crusade where he himself had left off; Anagrys did not disappoint him.

STATISTICS:

Equipped abilities:

- Intelligence: +2
- Immunity to charm
- Immunity to confusion

Weight: 0

#### Golden Circlet

(Taken from NWN2) - Item Location

Creatures that attack the mind are the stuff of nightmares, so it is not surprising that items protecting against them might acquire some of their disrepute. Golden Circlets, for example, have been linked to a claim that when the drow first retreated underground they fed on intellect devourers, and that eating such a creature without wearing a circlet produced a mind flayer. This is all, of course, nothing more than superstitious tavern talk.

STATISTICS:

Equipped abilities:

- Magic Resistance: +10%
- Immunity to charm
- Immunity to confusion

Weight: 1

#### Helm of Gram the Mouse - Paladin Only

(Taken from NWN2) - Item Location

Three years into his paladin training deep in the frozen land of Damara, the sixteen year-old Gram "the Mouse" found himself part of a patrol that was scouring the countryside for lost pilgrims that may have been slain by marauding orcish invaders. He had earned his nickname due to his small size and his insatiable appetite for cheese. Unfortunately, this epithet also biased many of the other candidates against him. He was not trusted with serious tasks, certainly not ones that required martial prowess.

To ensure that pilgrims were able to see their caravan, the group carried a bright green banner bearing the symbol of Torm on each side. When the caravan came under attack from orcs, the paladin leader shouted a command to Gram not to let the flag fall under any circumstances. Gram grabbed the flag and, moments later, the paladin who commanded him was shot dead by orcs. The other initiates charged forward toward the orcs and told Gram to get down, to find some cover. Gram refused, standing tall as arrows sailed around him. Inevitably, one of the orcish arrows hit Gram in the side of the head. He continued to remain upright, though the slow loss of blood eventually caused his footing to give way. The initiates believed Gram was dead, and returned to the temple for reinforcements.

Pilgrims found the caravan an hour later, long after the orcs had retreated from their positions. Gram was mostly frozen, upright but unconscious, still clutching the tilted flagstaff in his hands. When the Tormish paladins brought Gram back to the temple, his fellow candidates were chastised for abandoning him. Gram was given a heavy plate helmet to protect his head in future encounters.

STATISTICS:

Equipped abilities:

- Piercing damage resistance: +5%

Weight: 2

#### The Regal

(Taken from NWN2) - Item Location

This bronze helm was last worn by a hero of little fame who led a crusade into the Underdark. His goal? To eliminate the drow. His mission sadly failed, the hero lies in an unmarked grave. His helmet was taken as a trophy by the drow who slaughtered him.

STATISTICS:

Equipped abilities:

- +5% resistance to slashing, piercing, and crushing damage
- Acid Resistance: +10%
- Fire Resistance: +10%

Weight: 2

### Rings

#### Bone Dancer's Ring

(Taken from NWN2) - Item Location

Crafted from stone or ivory, the power of this ring belies its simple appearance. Previously a Bone Ring carved by the Myrkulite faithful, when the wearer was raised to the promising rank of Bone Dancer, their rings were taken and consecrated with additional dark blessings, bringing them closer to the nature of the undead that they saw fit to use - and often emulate.

STATISTICS:

Equipped Abilities:

- Immunity to level drain
- +10% resistance to slashing and piercing damage

Weight: 0

#### Bone Ring

(Taken from NWN2) - Item Location

Crafted by clerics of Myrkul, these rings are carved from stone or ivory as often as from bone, but are never made of metal. The rings grant their wearer immunity to energy drain and ability drain attacks.

STATISTICS:

Equipped Abilities:

- Immunity to level drain

Weight: 0

#### Nentyarch's Band

(Taken from NWN2) - Item Location

The ring bears the mark of three concentric circles that signifies the Circle of Leth. Led by the Nentyarch this hierarchy is an incredibly powerful group of druids that dwells in the Forest of Lethyr near Rawlinswood, to the northwest of Rashemen. The ring looks ancient and its surfaces are well worn - not through normal wear, but as if it had been exposed to the elements for decades.

STATISTICS:

Equipped Abilities:

- Wisdom: +3
- Can memorize one extra 7th-level Druid spell

Weight: 0

#### Ring of Universal Energy Resistance

(Taken from NWN2) - Item Location

This gold ring is imprinted with symbols representing the five energy types: fire, cold, electricity, acid, sonic.

STATISTICS:

Equipped Abilities:

- Fire Resistance: +20%
- Cold Resistance: +20%
- Electrical Resistance: +20%
- Acid Resistance: +20%

Weight: 0