// COMPONENT GROUPS
@1 = ~New items: Forbidden-Game-inspired~
@2 = ~New items: Souls-inspired~
@3 = ~New items: NWN/NWN2-inspired~
@4 = ~New items: Mass Effect inspired~
@5 = ~New items: TV/Movie inspired~

@50 = ~Only available for the Enhanced Edition of Baldur's Gate I and II~
@51 = ~Only available for the Enhanced Edition of Baldur's Gate II~

@101 = ~Add Everburn Blade (Everburn Blade; two-handed sword)~
@102 = ~Add Bloodthirst (Bloodthirst; dagger)~
@103 = ~Add Crimson Mischief (Crimson Mischief; short sword)~
@104 = ~Add Assassin's Touch (Assassin's Touch; dagger)~
@105 = ~Add Ritual Dagger (Ritual Dagger; dagger)~
@106 = ~Add Cold Snap (Cold Snap; dagger)~
@107 = ~Add Spell Siphon (Arcane Absorption Dagger; cut content dagger)~
@108 = ~Add Cruel Sting (Cruel Sting; long sword)~
@109 = ~Add Judgment (Orphic Hammer; war hammer)~
@110 = ~Add The Deathstalker Mantle (The Deathstalker Mantle; cloak)~

@205 = ~Add Ring of Hardiness (Dark Souls - Ring of Steel Protection; ring)~
@211 = ~Add Sage Ring (Dark Souls 3 - Sage Ring; ring)~
@213 = ~Add Hawk Ring (Dark Souls 3 - Hawk Ring; ring)~
@214 = ~Add Blade of Calling (Elden Ring; dagger)~ // undead destruction dagger
@215 = ~Add Moonlit Slumber (Elden Ring - Sword of St. Trina, long sword)~
@216 = ~Add Icicle (Elden Ring - Frozen Needle; rapier)~
@217 = ~Add Stygian Fury (Elden Ring - Rivers of Blood; katana)~
@220 = ~Add Harp Bow (Elden Ring - Harp Bow; shortbow/longbow)~
@222 = ~Add Crimson of Life (Elden Ring - Crimson Amber Amulet; necklace)~
@223 = ~Add Spellguard (Elden Ring - Spelldrake Amulet; necklace)~
@224 = ~Add Periapt of Renewal (Elden Ring - Blessed Dew Amulet; necklace)~
@227 = ~Add Bloody Sting (Elden Ring - Bloody Helice; estoc)~
@228 = ~Add Storm's Monarch (Elden Ring - Dragon King's Cragblade; estoc)~

@301 = ~Add Lawgiver (Lawgiver; bastard sword)~
@302 = ~Add The Left Hand (The Left Hand; dagger)~
@303 = ~Add Master Li's Way (Master Li's Way; katana)~
@304 = ~Add Kukri of the Eclipse (Kukri of the Eclipse; dagger / kukri)~
@307 = ~Add Blade of the Rashemi (Blade of the Rashemi; two-handed sword)~
@308 = ~Add Shining Light of Lathander (Shining Light of Lathander; two-handed sword)~
@309 = ~Add Goblinsplitter (Goblinsplitter; axe)~
@311 = ~Add Mercykiller Blade (Mercykiller Blade; rapier)~
@313 = ~Add Shining Light (Shining Light; dart / shuriken)~
@314 = ~Add Arrows of the Vampire (Arrow of the Vampire; arrow)~

@401 = ~Add Rod of Illusive Protections (rod)~
@402 = ~Add Omniblade (universal sword)~
@403 = ~Add Phantom's Blade (Phantom's Monomolecular Sword; ninja-to)~

@501 = ~Add Needle (Game of Thrones - Needle; rapier)~
@502 = ~Add Craven Edge (The Legend of Vox Machina - Craven Edge; two-handed sword)~
@503 = ~Add Crushing Darkness (LOTR - Witch King of Angmar; flail)~

// forbidden game inspired items
@5001 = ~Everburn Blade +1~
@5002 = ~Silent, semi-translucent flames surge the length of the blade as it clears its scabbard. This two-handed sword is a common weapon for servants of devils involved in the eternal Blood War, harnessing the flames of the Nine Hells with such potency that it can burn through even the most resistant of foe. How it ended up here is anyone's guess, but having such a weapon in one's possession in undoubtedly a dangerous affair.

STATISTICS:

Equipped abilities:
– +2 Armor Class vs. demonic enemies

Combat abilities:
– Can strike demonic enemies that are normally immune to +2 weapons, but hits as a +2 weapon against them
– Fire damage dealt to demons by this weapon cannot be resisted, even by those normally immune to fire
– THAC0, speed factor, enchantment level, and damage bonuses increase by 1 when wielded by tieflings

THAC0: +1
Damage: 1d10+1, +1d2 fire damage (1d3+1 if wielded by Tieflings)
Damage type: Slashing
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 12~

@5003 = ~Takes %p1% irresistible fire damage~

@5004 = ~Bloodthirst +3~
@5005 = ~Before the Lord of Murder laid his claim to his title, for a time he was naught but a petty killer. When Bhaal first drew blood in a Baldurian back-alley, it leaked into the cobblestone pavement and lingered, uncleaned and unnoticed by the otherwise uncaring denizens of Baldur's Gate. When Bhaal ascended to godhood, that dried blood warped and formed a jagged blade, as if a promise made in that alley had been fulfilled by Bhaal's ascent. Members of Bhaal's clergy—outright forbidden in most parts, but ever-present in the shadows—found the blade and beheld it as a holy relic until their lord's death, where it was lost in the chaos that proceeded. Only those of dark hearts may wield this blade.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Critical chance while holding this weapon increases by 5%

Combat abilities:
– Hits with this weapon inflict a -15% weakness to piercing damage (non-cumulative) and reduce Armor Class against piercing attacks by 2 (cumulative). Both of these effects last 2 rounds.
– Additionally, each hit inflicts a -1% weakness to piercing damage (cumulative) for 5 rounds.

THAC0: +3
Damage: 1d4+3, +1 slashing damage
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@50060 = ~Bloodthirst +4~
@50061 = ~Before the Lord of Murder laid his claim to his title, for a time he was naught but a petty killer. When Bhaal first drew blood in a Baldurian back-alley, it leaked into the cobblestone pavement and lingered, uncleaned and unnoticed by the otherwise uncaring denizens of Baldur's Gate. When Bhaal ascended to godhood, that dried blood warped and formed a jagged blade, as if a promise made in that alley had been fulfilled by Bhaal's ascent. Members of Bhaal's clergy—outright forbidden in most parts, but ever-present in the shadows—found the blade and beheld it as a holy relic until their lord's death, where it was lost in the chaos that proceeded. Only those of dark hearts may wield this blade.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Critical chance while holding this weapon increases by 5%

Combat abilities:
– Hits with this weapon inflict a -20% weakness to piercing damage (non-cumulative) and reduce Armor Class against piercing attacks by 2 (cumulative). Both of these effects last 2 rounds.
– Additionally, each hit inflicts a -1% weakness to piercing damage (cumulative) for 5 rounds.

THAC0: +4
Damage: 1d4+4, +2 slashing damage
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~


@50062 = ~Bloodthirst +6~
@50063 = ~Before the Lord of Murder laid his claim to his title, for a time he was naught but a petty killer. When Bhaal first drew blood in a Baldurian back-alley, it leaked into the cobblestone pavement and lingered, uncleaned and unnoticed by the otherwise uncaring denizens of Baldur's Gate. When Bhaal ascended to godhood, that dried blood warped and formed a jagged blade, as if a promise made in that alley had been fulfilled by Bhaal's ascent. Members of Bhaal's clergy—outright forbidden in most parts, but ever-present in the shadows—found the blade and beheld it as a holy relic until their lord's death, where it was lost in the chaos that proceeded. Only those of dark hearts may wield this blade.

Now upgraded by Cespenar, former butler of Bhaal himself, this weapon is truly an instrument of bloody carnage.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Critical chance while holding this weapon increases by 5%

Combat abilities:
– Hits with this weapon inflict a -25% weakness to piercing damage (non-cumulative) and reduce Armor Class against piercing attacks by 2 (cumulative). Both of these effects last 2 rounds.
– Additionally, each hit inflicts a -2% weakness to piercing damage (cumulative) for 5 rounds.

THAC0: +6
Damage: 1d4+6, +3 slashing damage
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~


@5007 = ~Crimson Mischief +3~
@5008 = ~This blood-red short sword is a weapon born of pure evil and sadism. It causes more pain the closer to death the target is, the weapon seemingly slashing harder, thrusting ever more eagerly, as though it has a mind of its own and seeks only to kill. Because of this, only those with an unsavory moral compass may use it.

STATISTICS:

Combat abilities:
Deals bonus piercing damage based on the target's current Hit Points:
 – 85–100 HP: 1d2 damage
 – 70–84 HP: 1d2+1 damage
 – 54–69 HP: 1d3+1 damage
 – 38–53 HP: 1d4+1 damage
 – 37 HP or less: 1d5+1 damage
Also, each hit has a 4% chance to strike a weak spot, instantly causing the target to lose 20% of their maximum Hit Points.

THAC0: +3
Damage: 1d6+3, +1d3 Negative Plane Energy damage (only affects the living)
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3~

@5009 = ~Weak spot hit: -20% of Hit Points lost~

@50090 = ~Crimson Mischief +5~
@50091 = ~This blood-red short sword is a weapon born of pure evil and sadism. It causes more pain the closer to death the target is, the weapon seemingly slashing harder, thrusting ever more eagerly, as though it has a mind of its own and seeks only to kill. Because of this, only those with an unsavory moral compass may use it.

Now upgraded by Cespenar, this weapon is one of the deadliest weapons any assassin could hope to wield.

STATISTICS:

Combat abilities:
Deals bonus piercing damage based on the target's current Hit Points:
 – 110–130 HP: 1d2+1 damage
 – 89–109 HP: 1d3+1 damage
 – 68–88 HP: 1d4+2 damage
 – 47–67 HP: 1d5+2 damage
 – 46 HP or less: 1d6+2 damage
Also, each hit has a 4% chance to strike a weak spot, instantly causing the target to lose 20% of their maximum Hit Points.

THAC0: +5
Damage: 1d6+5, +1d4 Negative Plane Energy (only affects the living)
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3~

@50092 = ~Takes %p1% negative energy damage~

@5010 = ~Assassin's Touch +1~
@5011 = ~This long, slender blade is designed to fit perfectly between the ribs of an unsuspecting victim. When a well-aimed strike is landed against a foe rendered incapacitated against its deadly touch, it instills a deep chill within the victim's body, causing them immeasurable pain without the means to scream. Its enchantments favor those with a deft touch, and a skilled assassin makes the full extent of its magical capabilities clear to bare.

STATISTICS:

Equipped abilities:
– +10% bonus to Hide in Shadows and Move Silently
– Damage and THAC0: +1 (thieves), +2 (assassins)

Combat abilities:
– Helpless enemies take 1d8 extra piercing and cold damage every hit
– Critical chances: +5% (single-classed Thieves)

THAC0: +1
Damage: 1d4+1 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

// +2 version in BG2EE
@50110 = ~Assassin's Touch +2~
@50111 = ~This long, slender blade is designed to fit perfectly between the ribs of an unsuspecting victim. When a well-aimed strike is landed against a foe rendered incapacitated against its deadly touch, it instills a deep chill within the victim's body, causing them immeasurable pain without the means to scream. Its enchantments favor those with a deft touch, and a skilled assassin makes the full extent of its magical capabilities clear to bare.

STATISTICS:

Equipped abilities:
– +15% bonus to Hide in Shadows and Move Silently
– Damage and THAC0: +1 (thieves), +2 (assassins)

Combat abilities:
– Helpless enemies take 1d8 extra piercing and cold damage every hit
– Critical chances: +5% (single-classed Thieves)

THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@5012 = ~Ritual Dagger~
@5013 = ~This sinister dagger feeds on agony and the spilling of blood. The leather handle is smooth with use, and slick with fresh blood. It wasn't made to be particularly effective in battle, but its design nevertheless lends itself well to causing a lot of pain.

STATISTICS:

Combat abilities:
– Every successful hit with this weapon grants a stacking +1 bonus to melee attack rolls for 7 seconds
– Target must save vs. Death at -2 or bleed for 4 rounds, suffering 1 point of piercing damage, and again once per round
– Acts as a +2 weapon for the purposes of overcoming weapon immunities

Charge ability:
– Blood Offering, three times per day
  Special: The wielder slices their own hand, sacrificing 1d6 plus 10% of their total Hit Points. In return, they gain a +2 bonus to attack rolls and a 15% increased chance to score a critical hit. This effect does not stack with itself.
  Duration: 5/2 rounds

THAC0: +0
Damage: 1d4+2 (piercing)
Speed Factor: 4
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@5014 = ~Bleeding~

@5015 = ~Cold Snap~
@5016 = ~In the steel of this dagger, small ice formations resembling bubbles in a bath shimmer with a chill. As you hold it, faint crackles echo in your ears, and the air around the weapon turns crisp and cold, with a faint mist clinging to its surface. The blade lives up to its name, delivering a sharp bite of frost with every strike, freezing the victims as swiftly as a sudden winter storm.

STATISTICS:

Equipped abilities:
– +25% cold resistance

Combat abilities:
– 15% chance of dealing extra 1d8 cold damage
– Snap Freeze: 15% chance on hit to freeze the target for 4 seconds if they fail a save vs. Death at -2. During this time, they take 25% more damage. This effect does not affect undead or creatures immune to cold damage.

THAC0: +1
Damage: 1d4+1, +1d2 cold damage
Damage type: Piercing
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@50160 = ~Snap-frozen~

// +2 version in BG2EE
@50161 = ~In the steel of this dagger, small ice formations resembling bubbles in a bath shimmer with a chill. As you hold it, faint crackles echo in your ears, and the air around the weapon turns crisp and cold, with a faint mist clinging to its surface. The blade lives up to its name, delivering a sharp bite of frost with every strike, freezing the victims as swiftly as a sudden winter storm.

STATISTICS:

Equipped abilities:
– +25% cold resistance

Combat abilities:
– 15% chance of dealing extra 1d10 cold damage
– Snap Freeze: 15% chance on hit to freeze the target for 4 seconds if they fail a save vs. Death at -2. During this time, they take 25% more damage. This effect does not affect undead or creatures immune to cold damage.

THAC0: +2
Damage: 1d4+2, +1d4 cold damage
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@5017 = ~Spell Siphon +1~
@5018 = ~This dagger's blade is etched with shifting eldritch runes, which glow faintly whenever life is taken by its edge. The weapon seems to hunger for the energies of the slain, drawing their essence into its wielder's mind to restore their magical reserves. Only those who wield the arcane arts may use this weapon.

STATISTICS:

Combat abilities:
– Each time this weapon kills an enemy, the wielder regains one expended arcane spell slot of level 1. There is also a 10% chance to restore a level 2 spell slot (or another level 1 slot if no level 2 spells are available).
– Each hit with this weapon has a 15% chance to make the target lose one spell slot of the highest level they can cast. If this occurs, the target also suffers 30% spell failure for 10 seconds.

THAC0: +1
Damage: 1d4+1 (piercing)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength
 16 Intelligence

Weight: 1~

@50180 = ~Arcane siphoning~
@50181 = ~Spell slot restored~

@50182 = ~Spell Siphon +2~
@50183 = ~This dagger's blade is etched with shifting eldritch runes, which glow faintly whenever life is taken by its edge. The weapon seems to hunger for the energies of the slain, drawing their essence into its wielder's mind to restore their magical reserves. Only those who wield the arcane arts may use this weapon.

STATISTICS:

Combat abilities:
– Each time this weapon kills an enemy, the wielder regains one expended arcane spell slot of level 1. There is also a 15% chance to restore a level 2 spell slot (or another level 1 slot if no level 2 spells are available).
– Each hit with this weapon has a 25% chance to make the target lose one spell slot of the highest level they can cast. If this occurs, the target also suffers 33% spell failure for 10 seconds.

THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength
 16 Intelligence

Weight: 1~

@5019 = ~Cruel Sting +1~
@5020 = ~The trauma of becoming a drider is quickly set aside with a cold arachnid dispassion. This sword follows that disturbing trend–a replenishing poison gland is built within, deploying generously against trapped opponents.

STATISTICS:

Equipped abilities:
– Immunity to web spells and effects

Combat abilities:
– Opponents that are webbed or otherwise helpless receive 1d4 poison damage per hit and may become poisoned, suffering 10 poison damage over 5 seconds if they fail to save vs. Death at -1

Charge abilities:
– Spin Web, two times per day
  Special: Target must save vs. Breath at -2 or become webbed for 2 rounds.
  Area of effect: 1 target

Damage: 1d8+1, +1 poison damage
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4~
@5021 = ~Spin Web~

@5022 = ~Cruel Sting +2~
@5023 = ~The trauma of becoming a drider is quickly set aside with a cold arachnid dispassion. This sword follows that disturbing trend–a replenishing poison gland is built within, deploying generously against trapped opponents.

STATISTICS:

Equipped abilities:
– Immunity to web spells and effects

Combat abilities:
– Opponents that are webbed or otherwise helpless receive 1d4 poison damage per hit and may become poisoned, suffering 10 poison damage over 5 seconds if they fail to save vs. Death at -1

Charge abilities:
– Spin Web, two times per day
  Special: Target must save vs. Breath at -2 or become webbed for 2 rounds.
  Area of effect: 1 target

Damage: 1d8+2, +1d2 poison damage
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4~

@5030 = ~Judgment +4~
@5031 = ~This finely crafted war hammer was designed as both a weapon of war and a tool of mercy. Said to have been wielded by a champion of a benevolent deity, it strikes with incredible force, toppling foes while breaking through ensnaring magic. The hammer's head glows with a steady inner heat that sears foes on touch–a reminder that justice can both punish and liberate.

STATISTICS:

Equipped abilities:
– +40% resistance to Fire
– +20% Magic damage resistance
– +10% Magic resistance
– +2 bonus to saving throws vs. all except Death

Combat abilities:
– 12% chance per hit to knock the target prone, push them back for 1 round, and deal 2d4+2 crushing damage. The incapacitating effects do not affect giant creatures, levitating creatures, or non-corporeal entities. Fiends are always affected.
– Can switch to a non-lethal mode, which deals no damage but will free any struck creature from paralysis, stun, hold, or other movement-restricting effects such as Grease or Web.

THAC0: +4
Damage: 2d4+4, plus 1d4+1 fire damage
Damage type: Crushing
Speed Factor: 0
Proficiency Type: War Hammer
Type: One-handed
Requires:
 16 Strength

Weight: 4~

@5040 = ~The Deathstalker Mantle~
@5041 = ~The Deathstalker Mantle
This blood-red cloak was once the sinister badge of honor bestowed upon Bhaal's most ruthless assassins. Forged in the name of the Lord of Murder, it served as a grim token of their unholy deeds. Etched along the hem these words can be read: "Let hill and hollow be a door to screams that last forevermore."

Equipped abilities:
– THAC0: +1 (single-classed Thieves only)
– Damage: +1 (Assassins and Blackguards only)
– The Shadow Itself: Upon killing an enemy, the wearer becomes invisible for 2 rounds and gains a +1 bonus to damage and THAC0 during this time. This effect can only trigger once per round

Weight: 3~

// souls games inspired
@6010 = ~This silver sword is often wielded by followers of Sehanine Moonbow, also known as the Lady of Dreams or the Lunar Lady. One of the most powerful members of the Seldarine, her domain encompasses sleep and dreams. It is said that even gazing upon her face can lull mortals into a deep slumber.

STATISTICS:

Equipped abilities:
– Non-elven wielders must save vs. Spell to avoid falling asleep when equipping it for 1 round. After that, the user will become immune to sleep and unconsciousness as long the weapon is held
– +1 bonus to saving throws against Illusion and Enchantment effects (+2 for Elves)

Combat abilities:
– Hit target must save vs. Spell or fall asleep for 1 round
– As a silver weapon, it is effective against all lycanthropes

Charge abilities:
– Mists of Slumber once per day
  Special: All enemies in the area must save vs. Spell at -2 or fall asleep for 3 rounds. This effect cannot be removed with Dispel Magic, but enemies will wake up if damaged in any way
  Duration: 5 rounds
  Area of effect: Every enemy in a 15 ft. radius around the wielder

THAC0: +2
Damage: 1d8+2, +1d2 magic damage
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2~

@6011 = ~Moonlit Slumber +2~
@6012 = ~Mists of Slumber~

@60200 = ~Estoc~
@60201 = ~Estocs are the largest of the thrusting swords, renowned for being capable of piercing an armored knight in one thrust. Despite their large size, they can be wielded rather nimbly, leaving little opportunity for the enemy to counter. Much like their smaller counterparts, estocs are +5% more likely to critically hit than other weapons of their category.

STATISTICS:

Damage: 1d8+1 (piercing or slashing)
Speed Factor: 6
Proficiency Type: Long Sword / Estoc
Type: Two-handed
Requires:
 10 Strength
 14 Dexterity

Weight: 2~

@60202 = ~Estoc +1~
@60203 = ~Estocs are the largest of the thrusting swords, renowned for being capable of piercing an armored knight in one thrust. Despite their large size, they can be wielded rather nimbly, leaving little opportunity for the enemy to counter. Much like their smaller counterparts, estocs are +5% more likely to critically hit than other weapons of their category. This particular estoc has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +1
Damage: 1d8+2 (piercing or slashing)
Speed Factor: 5
Proficiency Type: Long Sword / Estoc
Type: Two-handed
Requires:
 10 Strength
 14 Dexterity

Weight: 2~

@60204 = ~Estoc +2~
@60205 = ~Estocs are the largest of the thrusting swords, renowned for being capable of piercing an armored knight in one thrust. Despite their large size, they can be wielded rather nimbly, leaving little opportunity for the enemy to counter. Much like their smaller counterparts, estocs are +5% more likely to critically hit than other weapons of their category. This particular estoc has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +2
Damage: 1d8+3 (piercing or slashing)
Speed Factor: 4
Proficiency Type: Long Sword / Estoc
Type: Two-handed
Requires:
 10 Strength
 14 Dexterity

Weight: 2~

@60206 = ~Estoc +3~
@60207 = ~Estocs are the largest of the thrusting swords, renowned for being capable of piercing an armored knight in one thrust. Despite their large size, they can be wielded rather nimbly, leaving little opportunity for the enemy to counter. Much like their smaller counterparts, estocs are +5% more likely to critically hit than other weapons of their category. This particular estoc has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +3
Damage: 1d8+4 (piercing or slashing)
Speed Factor: 3
Proficiency Type: Long Sword / Estoc
Type: Two-handed
Requires:
 10 Strength
 14 Dexterity

Weight: 2~

@6040 = ~Storm's Monarch +3~
@6041 = ~This estoc channels the fury of the storm and the power of lightning. Some people speculate this blade was crafted during the Time of Troubles, when gods walked among mortals, maybe by Talos himself, but such rumors are impossible to confirm and might not be more than hearsay. Nevertheless, the destructive power of the blade is undeniable.

STATISTICS:

Equipped abilities:
– +30% resistance to electricity
– Movement speed increases by a factor of 2

Combat abilities:
– Each hit decreases the target's resistance to electricity by 5% for 2 rounds (unless immune to electricity)
– Like all estocs, it is +5% more likely to critically hit than other weapons of its category

Charge abilities:
– Blinkbolt, once per day
  Special: Instantly teleport to the target, dealing 6d4 electricity damage and reducing their electricity resistance by 20%. Target must save vs. Death at -4 or be stunned for 1 round. Then, Chain Lightning strikes for 6d6 electricity damage to the target and nearby enemies. For 2 rounds, the caster is hasted and deals double electricity damage.
  Range: 60 ft.
  Area of Effect: 1 creature

THAC0: +3
Damage: 1d8+4, 1d4+1 electric damage
Damage type: Piercing or slashing
Speed Factor: 3
Proficiency Type: Long Sword / Estoc
Type: Two-handed
Requires:
 10 Strength
 14 Dexterity

Weight: 2~

@6050 = ~Harp Bow~
@6051 = ~This delicate and elegantly crafted bow is strung not just with a bowstring, but with fine, enchanted threads that sometimes resonate when an arrow is shot. While any archer can wield it effectively, this bow is at its most powerful in the hands of a bard. Their intimate connection to music awakens the bow's hidden magic, guiding arrows with more power and accuracy.

STATISTICS:

Combat abilities:
– 5% chance per shot to create a melodious harmony, which increases the party's morale as if under the effects of a Bless spell, and grants a +1 bonus to THAC0 and Luck. This effect lasts for 2 rounds and can stack with other THAC0 bonuses, but not with other Luck bonuses. The chances of this effect triggering are tripled for bards.

Damage: +1 (bards only)
THAC0: +1 (+2 for bards)
Speed Factor: 5
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 2~

@6052 = ~This delicate and elegantly crafted bow is strung not just with a bowstring, but with fine, enchanted threads that sometimes resonate when an arrow is shot. While any archer can wield it effectively, this bow is at its most powerful in the hands of a bard. Their intimate connection to music awakens the bow's hidden magic, guiding arrows with more power and accuracy.

STATISTICS:

Combat abilities:
– 5% chance per shot to create a melodious harmony, which increases the party's morale as if under the effects of a Bless spell, and grants a +1 bonus to THAC0 and Luck. This effect lasts for 2 rounds and can stack with other THAC0 bonuses, but not with other Luck bonuses. The chances of this effect triggering are tripled for bards.

Damage: +1 (bards only)
THAC0: +2 (+3 for bards)
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2~

// +2 version in BG2EE
@6053 = ~This delicate and elegantly crafted bow is strung not just with a bowstring, but with fine, enchanted threads that sometimes resonate when an arrow is shot. While any archer can wield it effectively, this bow is at its most powerful in the hands of a bard. Their intimate connection to music awakens the bow's hidden magic, guiding arrows with more power and accuracy.

STATISTICS:

Combat abilities:
– 5% chance per shot to create a melodious harmony, which increases the party's morale as if under the effects of a Bless spell, and grants a +1 bonus to THAC0 and Luck. This effect lasts for 2 rounds and can stack with other THAC0 bonuses, but not with other Luck bonuses. The chances of this effect triggering are tripled for bards.

Damage: +1 (bards only)
THAC0: +2 (+3 for bards)
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 2~

@6054 = ~This delicate and elegantly crafted bow is strung not just with a bowstring, but with fine, enchanted threads that sometimes resonate when an arrow is shot. While any archer can wield it effectively, this bow is at its most powerful in the hands of a bard. Their intimate connection to music awakens the bow's hidden magic, guiding arrows with more power and accuracy.

STATISTICS:

Combat abilities:
– 5% chance per shot to create a melodious harmony, which increases the party's morale as if under the effects of a Bless spell, and grants a +1 bonus to THAC0 and Luck. This effect lasts for 2 rounds and can stack with other THAC0 bonuses, but not with other Luck bonuses. The chances of this effect triggering are tripled for bards.

Damage: +1 (bards only)
THAC0: +3 (+4 for bards)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2~

@6070 = ~Icicle~
@6071 = ~Forged from enchanted ice, this razor-thin blade exudes an unnatural chill that freezes the blood of its enemies. Its unique design allows the wielder to hurl the blade at distant foes, whereupon it instantly regenerates in their hand.

STATISTICS:

Combat abilities:
– Target must save vs. Death or be slowed for 1 round
– The weapon's icy blade may also be launched at the target, and regenerates immediately upon launch
– Like all rapiers, it is +5% more likely to critically hit than other weapons of its category

THAC0: +4
Damage (melee): 1d6+4, +1d4 cold damage
Damage (ranged): 1d4, 1d6+4 cold damage
Damage type (melee): Piercing
Damage type (thrown): Missile
Speed Factor: 0
Proficiency Type: Short Sword / Rapier
Type: One-handed
Requires:
 5 Strength
 14 Dexterity

Weight: 2~

@6080 = ~Bloody Sting~
@6081 = ~It is rumored this gnarly estoc is a replica of the stinger of Orcus. Forged and fitted deep in the bowels of the hells, the weapon is a fitting tribute to Orcus that pulses with demonic exultation as it drinks the blood of those pierced by it.

It is a mystery how it was enchanted with such precision, as none of the forgemasters lived beyond its creation to tell of its secrets. Regardless, it is a powerful weapon that attracts those who would aspire to his evil magnificence.

STATISTICS:

Combat abilities:
– Each hit has a 33% chance of causing the target to bleed, dealing 1d2 damage twice per round for 3 rounds. This amount is doubled if the target fails to save vs. Death at -2. Targets without blood or protected by Stoneskin are immune to this effect.
– Blood Lord's Exultation: 5% chance to cause targets with blood to take 20 piercing damage. This empowers the wielder, increasing all their damage by 20% for 20 seconds.
– Like all estocs, it is +5% more likely to critically hit than other weapons of its category

THAC0: +3
Damage: 1d8+4 (piercing or slashing)
Speed Factor: 3
Proficiency Type: Long Sword / Estoc
Type: Two-handed
Requires:
 10 Strength
 14 Dexterity

Weight: 2~

@6082 = ~Blood Lord's Exultation~

@6083 = ~Bloody Sting +5~
@6084 = ~It is rumored this gnarly estoc is a replica of the stinger of Orcus. Forged and fitted deep in the bowels of the hells, the weapon is a fitting tribute to Orcus that pulses with demonic exultation as it drinks the blood of those pierced by it.

It is a mystery how it was enchanted with such precision, as none of the forgemasters lived beyond its creation to tell of its secrets. Regardless, it is a powerful weapon that attracts those who would aspire to his evil magnificence.

Now upgraded by Cespenar, this weapon bleeds the enemy like lambs to the slaughter, and its power is truly terrifying.

STATISTICS:

Combat abilities:
– Each hit has a 50% chance of causing the target to bleed, dealing 1d2 damage twice per round for 3 rounds. This amount is doubled if the target fails to save vs. Death at -4. Targets without blood or protected by Stoneskin are immune to this effect.
– Blood Lord's Exultation: 5% chance to cause targets with blood to take 20 piercing damage. This empowers the wielder, increasing all their damage by 20% for 20 seconds.
– Like all estocs, it is +5% more likely to critically hit than other weapons of its category

THAC0: +5
Damage: 1d8+5 (piercing or slashing)
Speed Factor: 1
Proficiency Type: Long Sword / Estoc
Type: Two-handed
Requires:
 10 Strength
 14 Dexterity

Weight: 2~

@6090 = ~Stygian Fury~
@6091 = ~This weapon was once wielded by a bloodthirsty killer. It is somehow permanently coated with the nauseating stench of the River Styx. It has claimed countless lives, leaving rivers of blood in its wake. When Orcus, the Lord of Blood, first felt its blade, he offered its wielder a dark pact: the life of a demon, ensuring the weapon's insatiable thirst would never be quenched.

STATISTICS:

Combat abilities:
– Stygian Miasma: Each hit has a chance to poison the target with the toxic miasma of the Styx, if a save vs. Death at -2 is failed, inflicting 6 poison damage over 2 rounds.
– Bloodflame: If the target is poisoned within the duration of a previous stack of poison, and this happens twice in a row, their lifeblood ignites, dealing 2d8 slashing and fire damage and making them berserk for 1 round if a save vs. Death is failed.
– Critical hits always trigger Bloodflame

THAC0: +3
Damage: 1d10+3, +1d4 fire damage
Damage type: Slashing
Speed Factor: 1
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 3~

@6092 = ~Bloodflame~

@6093 = ~Stygian Fury~
@6094 = ~This weapon was once wielded by a bloodthirsty killer. It is somehow permanently coated with the nauseating stench of the River Styx. It has claimed countless lives, leaving rivers of blood in its wake. When Orcus, the Lord of Blood, first felt its blade, he offered its wielder a dark pact: the life of a demon, ensuring the weapon's insatiable thirst would never be quenched.

STATISTICS:

Combat abilities:
– Stygian Miasma: Each hit has a chance to poison the target with the toxic miasma of the Styx, if a save vs. Death at -4 is failed, inflicting 6 poison damage over 2 rounds.
– Bloodflame: If the target is poisoned within the duration of a previous stack of poison, and this happens twice in a row, their lifeblood ignites, dealing 2d10 slashing and fire damage and making them berserk for 1 round if a save vs. Death at -2 is failed.
– Critical hits always trigger Bloodflame

THAC0: +5
Damage: 1d10+5, plus 1d4+2 fire damage
Damage type: Slashing
Speed Factor: 0
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 3~

@6100 = ~Crimson of Life~
@6101 = ~This talisman is a gift for the faithful of Lathander, the Morninglord, crafted to embody the boundless vitality of the rising sun. Those who wear it feel a steady warmth in their chest, as if their life force is strengthened by the dawn's embrace.

STATISTICS:

Equipped abilities:
– Hit Points: +15%

Weight: 1~

@6110 = ~Hawk Ring~
@6111 = ~Crudely engraved with a hawk's silhouette, this seemingly unassuming ring makes the wearer's vision, immediately upon wearing it, incredibly sharp, allowing them can see the world with a clarity that is normally impossible. It is rumored that it was once worn by a famed ranger now lost to time.

STATISTICS:

Equipped abilities:
– Ranged damage and THAC0: +1
– Find traps: +10%
– Detect Illusions: +5%
– Movement rate: +1

Weight: 0~

@6120 = ~Spellguard~
@6121 = ~Being obliterated by a spell from a deranged wizard is a common fear among adventurers. This necklace was designed to protect its wearer from the worst of the magical onslaught, and it does so with success.

STATISTICS:

Equipped abilities:
– Magic Resistance: +8%
– Magic damage resistance: +25%

Weight: 3~

@6130 = ~Sage's Ring~
@6131 = ~This ring is imbued with an enchantment that sharpens the mind and focus of the wearer. Whether invoking divine prayers or arcane spells, the ring allows its bearer to channel their magic with more speed and precision, making it a prized possession for spell casters of all disciplines.

STATISTICS:

Equipped abilities:
– Arcane and divine casting level: +1
– Casting speed: +1

Weight: 0~

@6140 = ~Periapt of Renewal~
@6141 = ~This simple yet elegant amulet contains a subtle rejuvenating enchantment that works subtly, knitting wounds and restoring vitality at a slow, steady pace. While its effects are too gradual to aid in the heat of battle, or when wounds require urgent aid, those who wear it and trust in its power will find themselves fully restored, given enough time and patience.

STATISTICS:

Equipped abilities:
– Regenerate 1 Hit Point per turn

Weight: 3~

@6150 = ~Ring of Hardiness~
@6151 = ~This unadorned steel ring is surprisingly heavy for its size. Once awarded to knights who displayed exceptional courage against overwhelming odds, its magic forms an invisible barrier around the wearer. This subtle protection reinforces the wearer's defenses and lessens the impact of physical blows, making the ring highly prized by warriors and adventurers alike.

STATISTICS:

Equipped abilities:
– Physical damage resistance: +%zst_ring_hardiness_dr%%
– Armor Class: +1

Weight: 1~

@6152 = ~Ring of Hardiness +2~
@6153 = ~This unadorned steel ring is surprisingly heavy for its size. Once awarded to knights who displayed exceptional courage against overwhelming odds, its magic forms an invisible barrier around the wearer. This subtle protection reinforces the wearer's defenses and lessens the impact of physical blows, making the ring highly prized by warriors and adventurers alike.

Now upgraded by Cromwell, this ring is even more protective and allows the wearer to shroud themselves in a protective layer of stone once per day.

STATISTICS:

Equipped abilities:
– Physical damage resistance: +%zst_ring_hardiness_upgraded_dr%%
– Armor Class: +2

Charge abilities:
– Stoneskin, once per day, cast at level 10

Weight: 1~

@6160 = ~Light of the Calling~
@6161 = ~This dagger feels warm to the touch, and when it nears undead, the wielder is filled with that same comforting warmth, inspiring courage in the face of the living dead.

It once belonged to a divine seeker of Ilmater. While fighting in the depths of the Underdark, her blade shattered, leaving only a fragment for her defense against hordes of undead. Later recovered by the Church of the Broken God, the dagger was carefully reforged and preserved as a sacred tribute to her sacrifice and unwavering devotion.

STATISTICS:

Equipped abilities:
– Immunity to fear effects and morale failure

Combat abilities:
– Deals irresistible radiant damage to undead and acts as a +5 weapon against them
– Radiant and magic damage is doubled on critical hits and backstabs.

Charge abilities:
– Blade of Gold once per day
  Special: The dagger blazes with radiant golden light, unleashing a blade of energy that deals 6d6 magic damage (double vs. undead) and knocks the target prone, pushes them back, and blinds them if they're undead for 4 rounds (save vs. Spell at -4 to avoid). For the next turn, each hit with this dagger disrupts the undead, destroying them if they fail a save vs. Death. The dagger must be actively equipped for this effect to work and persist.
  Area of effect: 1 target

THAC0: +3, +5 vs. undead
Damage: 1d4+3, +1 magic (living), +2d4 (undead: half magic, half radiant)
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@6162 = ~Blade of Gold~

@6163 = ~Blade of Calling~
@6164 = ~This dagger was given to you by Akachi at the Broken God's temple in Athkatla. He claimed this dagger could damage any undead, no matter how powerful, and could use its power to destroy the plague of undead that was spreading from the graveyard district. The dagger feels warm to the touch and you swear you can feel a faint vibration coming from within, as if the weapon's true power was waiting to be awakened from its slumber and unleashed.

STATISTICS:

Combat abilities:
– Deals irresistible radiant damage to undead and acts as a +5 weapon against them
– Radiant and magic damage is doubled on critical hits and backstabs.

THAC0: +2, +5 vs. undead
Damage: 1d4+2, +1 magic (living), +2d4 (undead: half magic, half radiant)
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

// nwn/nwn2 inspired
@8000 = ~Lawgiver +1~
@8001 = ~The bane of the chaotic or morally suspect, a Lawgiver blade has but one purpose: to enforce the rule of law wherever that authority is challenged or questioned. Whether or not the concept of "law" coincides with the concept of "justice" is largely irrelevant, as the owners of these weapons often view the world in a very polarized fashion. There is right and there is wrong, and other details only serve to confuse the matter.

STATISTICS:

Equipped abilities:
– +2 bonus to Armor Class vs. chaotically-aligned enemies

Combat abilities:
– Acts as +3 weapon vs. chaotically-aligned enemies for the purposes of overcoming weapon immunities

THAC0: +1, +3 vs. chaotically-aligned enemies
Damage: 2d4+1, +1d4 vs. chaotically-aligned enemies
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 10~

@8002 = ~The Left Hand~
@8003 = ~The Night Thief was a vicious assassin who specialized in fighting with two daggers. This knife was the weaker of the two items, but it granted him greater abilities in combat. One merchant in Sembia discovered these abilities when he laid an ambush for the assassin. He found all twelve of his guards dead and the lure, a two pound diamond, gone.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Gains one extra point in two-weapon fighting and a +1 bonus to off-hand THAC0
– Second weapon: THAC0 and Damage improves by +1 when wielding this dagger

THAC0: +1
Damage: 1d4+1 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@80030 = ~The Night Thief was a vicious assassin who specialized in fighting with two daggers. This knife was the weaker of the two items, but it granted him greater abilities in combat. One merchant in Sembia discovered these abilities when he laid an ambush for the assassin. He found all twelve of his guards dead and the lure, a two pound diamond, gone.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Gains one extra point in two-weapon fighting and a +1 bonus to off-hand THAC0
– Second weapon: THAC0 and Damage improves by +1 when wielding this dagger

THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@8004 = ~Master Li's Way~
@8005 = ~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:

Equipped abilities:
– +5% chance to critically hit (this weapon only)

Damage: 1d10+2, +1d4 acid damage
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength~

@80060 = ~Kukri~
@80061 = ~Kukri are heavy, curved daggers with their sharpened edge on the inside arc of the blade. This type of weapon has its roots as a tool, but has been heavily adapted to ritual and warfare. All kukris are +5% more likely to critically hit than other weapons of their category.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 3
Proficiency Type: Dagger/Kukri
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@80062 = ~Kukri +1~
@80063 = ~Kukri are heavy, curved daggers with their sharpened edge on the inside arc of the blade. This type of weapon has its roots as a tool, but has been heavily adapted to ritual and warfare. All kukris are +5% more likely to critically hit than other weapons of their category. This particular kukri has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +1
Damage: 1d4+1 (piercing)
Speed Factor: 2
Proficiency Type: Dagger/Kukri
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@80064 = ~Kukri +2~
@80065 = ~Kukri are heavy, curved daggers with their sharpened edge on the inside arc of the blade. This type of weapon has its roots as a tool, but has been heavily adapted to ritual and warfare. All kukris are +5% more likely to critically hit than other weapons of their category. This particular kukri has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 1
Proficiency Type: Dagger/Kukri
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@80066 = ~Kukri +3~
@80067 = ~Kukri are heavy, curved daggers with their sharpened edge on the inside arc of the blade. This type of weapon has its roots as a tool, but has been heavily adapted to ritual and warfare. All kukris are +5% more likely to critically hit than other weapons of their category. This particular kukri has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +3
Damage: 1d4+3 (piercing)
Speed Factor: 0
Proficiency Type: Dagger/Kukri
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@8008 = ~Kukri of the Eclipse~
@8009 = ~The symbol on the kukri indicates it belonged to the monks of the Dark Moon Order. Despite the weapon's sinister association, it has no evil aura and can be safely wielded by anyone.

STATISTICS:

Equipped abilities:
– Infravision
– Immunity to blindness

Combat abilities:
– Deals negative energy damage, harming the living and healing undead, bypassing resistances and immunities
– Like all kukris, this weapon has +5% extra chance to critically hit
– Cannot critically miss (Dark Moon Monks and Shadowdancers only)

THAC0: +4
Damage: 1d4+4, +1d6 negative energy damage
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger/Kukri
Type: One-handed
Requires:
 3 Strength

Weight: 1~

// upgraded version of the Kukri of the Eclipse
@80090 = ~Kukri of the Eclipse +5~
@80091 = ~The symbol on the kukri indicates it belonged to the monks of the Dark Moon Order. Despite the weapon's sinister association, it has no evil aura and can be safely wielded by anyone.

Now upgraded by Cespenar, this weapon is truly an instrument of unholy death.

STATISTICS:

Equipped abilities:
– Infravision
– Immunity to blindness
– Negative Plane Protection

Combat abilities:
– Deals negative energy damage, harming the living and healing undead, bypassing resistances and immunities
– Like all kukris, this weapon has +5% extra chance to critically hit
– Cannot critically miss (Dark Moon Monks and Shadowdancers only)
– 25% chance to drain 2-5 levels on hit (save vs. Death at -5, smaller drains more likely)

THAC0: +5
Damage: 1d4+5, +2d4 negative energy damage
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger/Kukri
Type: One-handed
Requires:
 3 Strength

Weight: 1~

@80110 = ~Rapier~
@80111 = ~The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands. All rapiers are +5% more likely to critically hit than other weapons of their category.

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 4
Proficiency Type: Short Sword / Rapier
Type: One-handed
Requires:
 5 Strength
 14 Dexterity

Weight: 2~

@80112 = ~Rapier +1~
@80113 = ~The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands. All rapiers are +5% more likely to critically hit than other weapons of their category. This particular rapier has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 3
Proficiency Type: Short Sword / Rapier
Type: One-handed
Requires:
 5 Strength
 14 Dexterity

Weight: 2~

@80114 = ~Rapier +2~
@80115 = ~The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands. All rapiers are +5% more likely to critically hit than other weapons of their category. This particular rapier has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 2
Proficiency Type: Short Sword / Rapier
Type: One-handed
Requires:
 5 Strength
 14 Dexterity

Weight: 2~

@80116 = ~Rapier +3~
@80117 = ~The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands. All rapiers are +5% more likely to critically hit than other weapons of their category. This particular rapier has been enchanted to be more effective in combat.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword / Rapier
Type: One-handed
Requires:
 5 Strength
 14 Dexterity

Weight: 2~

@8015 = ~Blade of the Rashemi~
@80150 = ~Casting speed reduced~
@8016 = ~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 spell casters, 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%
– Save vs. Spell: +1

Combat abilities:
– Inflicts a cumulative 10% spell failure chance on hit for 3 rounds
– 25% chance per hit of non-cumulatively slowing down casting time by 2 for 5 rounds
– Becomes a +2 weapon when held by a barbarian, berserker, or Rashemi warrior

THAC0: +1
Damage: 1d12+1 (slashing)
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 16 Strength

Weight: 14~

@8017 = ~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 spell casters, 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%
– Save vs. Spell: +1

Combat abilities:
– Inflicts a cumulative 12% spell failure chance on hit for 3 rounds
– 25% chance per hit of non-cumulatively slowing down casting time by 2 for 5 rounds
– Becomes a +3 weapon when held by a barbarian, berserker, or Rashemi warrior

THAC0: +2
Damage: 1d12+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 16 Strength

Weight: 14~

@80170 = ~Shining Light of Lathander~
@80171 = ~The Church of Lathander is a wealthy institution, and makes no secret of its affinity for adventurers. In their eyes, these people dare to bring light to the forgotten and secret places, and therefore they will always find safe haven in a house of the Morninglord. On occasion the church will grant a boon to a particularly favorable person, a weapon that will serve to light the dark paths ahead.

STATISTICS:

Equipped abilities:
– When in combat, the sword emits a radiant light that causes hostile undead within a 15 ft. radius of the wielder to suffer a -2 penalty to their THAC0 and Armor Class

Combat abilities:
– Acts in every way as a +3 weapon vs. undead, and a +1 weapon otherwise

THAC0: +1, +3 vs. undead
Damage: 1d10+1 (+3 vs. undead), +1 fire damage
Damage type: Slashing
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 12~

@80172 = ~The Church of Lathander is a wealthy institution, and makes no secret of its affinity for adventurers. In their eyes, these people dare to bring light to the forgotten and secret places, and therefore they will always find safe haven in a house of the Morninglord. On occasion the church will grant a boon to a particularly favorable person, a weapon that will serve to light the dark paths ahead.

STATISTICS:

Equipped abilities:
– When in combat, the sword emits a radiant light that causes hostile undead within a 15 ft. radius of the wielder to suffer a -3 penalty to their THAC0 and Armor Class

Combat abilities:
– Acts in every way as a +4 weapon vs. undead, and a +2 weapon otherwise

Charge ability:
– Searing Light, twice per day
  Special: Fires a bolt of light at the target, causing the following effects:
  – Undead: Blinded for 2 rounds and take 6d6 magic damage (12d6 vs. vampires)
  – Non-undead: Blinded for 2 rounds and take 3d6 magic damage
  – A successful save vs. Spell at -2 negates the blindness
  Range: 60 ft.
  Area of Effect: 1 creature

THAC0: +2, +4 vs. undead
Damage: 1d10+2 (+4 vs. undead), +1 fire damage
Damage type: Slashing
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10~

@80173 = ~The Church of Lathander is a wealthy institution, and makes no secret of its affinity for adventurers. In their eyes, these people dare to bring light to the forgotten and secret places, and therefore they will always find safe haven in a house of the Morninglord. On occasion the church will grant a boon to a particularly favorable person, a weapon that will serve to light the dark paths ahead.

Now that the blade has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead.

STATISTICS:

Equipped abilities:
– Negative Plane Protection
– When in combat, the sword emits a radiant light that causes hostile undead within a 15 ft. radius of the wielder to suffer a -4 penalty to their THAC0 and Armor Class

Combat abilities:
– Acts in every way as a +5 weapon vs. undead, and a +3 weapon otherwise
– Undead must save vs. Death or be utterly destroyed

Charge ability:
– Searing Light, three times per day
  Special: Fires a bolt of light at the target, causing the following effects:
  – Undead: Blinded for 2 rounds and take 8d6 magic damage (15d6 vs. vampires)
  – Non-undead: Blinded for 2 rounds and take 4d6 magic damage
  – A successful save vs. Spell at -4 negates the blindness
  Range: 60 ft.
  Area of Effect: 1 creature

THAC0: +3, +5 vs. undead
Damage: 1d10+3 (+5 vs. undead), +2 fire damage
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9~

@8019 = ~Goblinsplitter~
@8020 = ~This is a rough-hewn axe forged not with artistry, but with hatred. The name Goblinsplitter is crudely carved into the axe's head, and its pitted blade and battered handle bear the marks of countless battles against goblinoid foes. Over years of brutal use, the edge has become jagged and serrated, not by design but by repeated blows and makeshift repairs. Created by a blacksmith whose village was razed by marauding goblins, the weapon was designed with a single purpose: vengeance.

STATISTICS:

Combat abilities:
– Goblinoids hit by this weapon take extra 1d4 slashing damage; double on a critical hit
– Acts as a +2 weapon against goblinoids for the purposes of overcoming weapon immunities
– +2 THAC0 bonus vs. goblinoids while wielding this weapon

Damage: 1d8, +1 piercing
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7~

@8024 = ~Mercykiller Blade~
@8025 = ~A series of runes claim these blades are designed for the "quick eradication of evil, that they will suffer no longer as creatures at odds with all that is good." A sweeping proclamation, one that suggests the involvement of a radical group no longer giving second thought to deadly force where villains are concerned. Certainly an unpopular stance in some quarters, thought probably welcomed in others.

STATISTICS:

Combat abilities:
– Like all rapiers, this weapon has +5% extra chance to critically hit

THAC0: +3
Damage: 1d6+3, +1 fire damage (1d4+2 vs. evil)
Damage type: Piercing
Speed Factor: 1
Proficiency Type: Short Sword / Rapier
Type: One-handed
Requires:
 5 Strength
 14 Dexterity

Weight: 2~

@15060 = ~Shining Light~
@15061 = ~Years ago, Vilaneux of the Iron Order was lost to a hurricane and stranded in then-unknown Kara-Tur. He and his full plate armor were an oddity to the locals, but he soon proved his commitment to justice. He became so respected that, when he died, his armor was cut into these Shining Light weapons in tribute.

STATISTICS:

Combat abilities:
– Each hit has a 50% chance of forcing the target to save vs. Spell at -4 or be blinded for 1 turn and stunned for 1 round.
– Like all shurikens, this weapon has +10% extra chance to critically hit compared to other weapons of its category

THAC0: +4
Damage: 1d2+4 (missile)
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15070 = ~Shuriken~
@15071 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts.

STATISTICS:

Damage: 1d2 (missile)
Speed Factor: 1
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15072 = ~Shuriken +1~
@15073 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts. This particular shuriken is imbued with a magical aura, enhancing its lethality and precision.

STATISTICS:

THAC0: +1
Damage: 1d2+1 (missile)
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15074 = ~Shuriken +2~
@15075 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts. This particular shuriken is imbued with a magical aura, enhancing its lethality and precision.

STATISTICS:

THAC0: +2
Damage: 1d2+2 (missile)
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15076 = ~Shuriken +3~
@15077 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts. This particular shuriken is imbued with a magical aura, enhancing its lethality and precision.

STATISTICS:

THAC0: +3
Damage: 1d2+3 (missile)
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15078 = ~Shuriken +4~
@15079 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts. This particular shuriken is imbued with a magical aura, enhancing its lethality and precision.

STATISTICS:

THAC0: +4
Damage: 1d2+4 (missile)
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15080 = ~Shuriken +5~
@15081 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts. This particular shuriken is imbued with a magical aura, enhancing its lethality and precision.

STATISTICS:

THAC0: +5
Damage: 1d2+5 (missile)
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15082 = ~Poisoned Shuriken~
@15083 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts. A thin coating of poison has been applied to each shuriken, making it a lethal tool in the hands of trained assassins.

STATISTICS:

Combat abilities:
– Hit target must save vs. Death at -2 or suffer 5 points of poison damage per second for 5 seconds

Damage: 1d2 (missile)
Speed Factor: 1
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15084 = ~Barbed Shuriken +1~
@15085 = ~Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly and have a 10% higher chance to critically hit than regular darts. This particular shuriken is designed with barbs that can cause severe bleeding, making it a deadly weapon in the hands of skilled assassins.

STATISTICS:

Combat abilities:
– 10% chance of causing massive blood loss on hit, inflicting damage equivalent to 10% of the target's maximum HP. No effect on targets protected with stoneskins, targets without blood, constructs, or undead
– Wielders with less than 17 Dexterity have a 40% chance may be cut by the barbs each time they equip or throw this weapon, causing 1d2+1 piercing damage

THAC0: +1
Damage: 1d2+1, +4 piercing damage (save vs. Death for half)
Damage type: Missile
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15086 = ~Blood loss triggered: -10% Hit Points~

@15087 = ~Acid Shuriken +2~
@15088 = ~This shuriken is coated in acid. When it strikes an enemy, it not only pierces flesh but also eats it away, enlarging and deepening the wound.

STATISTICS:

THAC0: +2
Damage: 1d2+2, +1d3 acid damage
Damage type: Missile
Speed Factor: 0
Proficiency Type: Dart / Shuriken
Type: One-handed

Weight: 0~

@15100 = ~Arrow of the Vampire~
@15101 = ~No one knows when or where these arrows were made. It is rumored that each tip is made with a vampire tooth. That seems unlikely due to the number of quivers of these arrows that can be found.

STATISTICS:

Combat abilities:
– Vampiric Regeneration: On a successful hit, the wielder heals 2 Hit Points (double on critical hits)

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0~

// mass effect inspired
@10110 = ~Rod of Illusive Protections~
@10111 = ~This rod is a slender and heavily adorned length of polished wood, capped with a fairly big and multicolored gemstone. It is said to have been created by a rich illusionist, who was only known by the people around them as "The Illusive Man". He was known for using manipulation and trickery to get what he wanted, and the rod is said to be a reflection of that. In the end, The Illusive Man was betrayed by his own illusions, and the rod was lost to time.

STATISTICS:

Charge abilities:
– Illusive Protection once per day
  Special: Caster is protected by a combination of Non-Detection, Mirror Image, Improved Invisibility, and Blur cast at level 20
  Range: Caster only
  Area of Effect: 1 creature

Weight: 3~

@10113 = ~Omniblade~
@10114 = ~This blade was designed and enchanted by a prestigious Netherese wizard to be used by anyone, regardless of their physical prowess. The Omniblade was the result of this endeavor, a weapon that adapts to the situation rather than the wielder's strength or skill. It is believed that she gave this weapon to her trusted bodyguard, who could not wield a traditional blade but whose loyalty was unparalleled. Only those with professional focus on the wizardly arts can use this weapon.

STATISTICS:

Combat abilities:
– The weapon can shapeshift to deal Piercing/Slashing or Crushing damage. The wielder can switch between these at will
– Single-classed arcane casters may use this weapon twice per round

Charge abilities:
– Evolve Weapon
  Special: The wielder attempts to improve the weapon's enchantment level. The user must be level 6 or higher to upgrade the weapon

Damage: 1d8, +1 magic damage
Damage type: Piercing/Slashing or Crushing
Speed Factor: 4
Proficiency Type: Universal
Type: One-handed

Weight: 1~

@10115 = ~Omniblade +1~
@10116 = ~This blade was designed and enchanted by a prestigious Netherese wizard to be used by anyone, regardless of their physical prowess. The Omniblade was the result of this endeavor, a weapon that adapts to the situation rather than the wielder's strength or skill. It is believed that she gave this weapon to her trusted bodyguard, who could not wield a traditional blade but whose loyalty was unparalleled. Only those with professional focus on the wizardly arts can use this weapon.

STATISTICS:

Combat abilities:
– The weapon has a mode for Piercing/Slashing damage and a mode for Crushing damage. The wielder can switch between the two modes at will
– Single-classed arcane casters may use this weapon twice per round

Charge abilities:
– Evolve Weapon
  Special: Wielder attempts to improve the weapon's enchantment level. The user must be level 11 or higher to upgrade the weapon

THAC0: +1
Damage: 1d8+1, +2 magic damage
Damage type: Piercing/Slashing or Crushing
Speed Factor: 3
Proficiency Type: Universal
Type: One-handed

Weight: 1~

@10117 = ~Omniblade +2~
@10118 = ~This blade was designed and enchanted by a prestigious Netherese wizard to be used by anyone, regardless of their physical prowess. The Omniblade was the result of this endeavor, a weapon that adapts to the situation rather than the wielder's strength or skill. It is believed that she gave this weapon to her trusted bodyguard, who could not wield a traditional blade but whose loyalty was unparalleled. Only those with professional focus on the wizardly arts can use this weapon.

STATISTICS:

Combat abilities:
– The weapon has a mode for Piercing/Slashing damage and a mode for Crushing damage. The wielder can switch between the two modes at will
– Single-classed arcane casters may use this weapon twice per round

Charge abilities:
– Evolve Weapon
  Special: Wielder attempts to improve the weapon's enchantment level. The user must be level 16 or higher to upgrade the weapon

THAC0: +2
Damage: 1d8+2, +2 magic damage
Damage type: Piercing/Slashing or Crushing
Speed Factor: 2
Proficiency Type: Universal
Type: One-handed

Weight: 1~

@10119 = ~Omniblade +3~
@10120 = ~This blade was designed and enchanted by a prestigious Netherese wizard to be used by anyone, regardless of their physical prowess. The Omniblade was the result of this endeavor, a weapon that adapts to the situation rather than the wielder's strength or skill. It is believed that she gave this weapon to her trusted bodyguard, who could not wield a traditional blade but whose loyalty was unparalleled. Only those with professional focus on the wizardly arts can use this weapon.

STATISTICS:

Combat abilities:
– The weapon has a mode for Piercing/Slashing damage and a mode for Crushing damage. The wielder can switch between the two modes at will
– Single-classed arcane casters may use this weapon twice per round

Charge abilities:
– Evolve Weapon
  Special: Wielder attempts to improve the weapon's enchantment level. The user must be level 21 or higher to upgrade the weapon

THAC0: +3
Damage: 1d8+3, +3 magic damage
Damage type: Piercing/Slashing or Crushing
Speed Factor: 1
Proficiency Type: Universal
Type: One-handed

Weight: 1~

@10121 = ~Omniblade +4~
@10122 = ~This blade was designed and enchanted by a prestigious Netherese wizard to be used by anyone, regardless of their physical prowess. The Omniblade was the result of this endeavor, a weapon that adapts to the situation rather than the wielder's strength or skill. It is believed that she gave this weapon to her trusted bodyguard, who could not wield a traditional blade but whose loyalty was unparalleled. Only those with professional focus on the wizardly arts can use this weapon.

STATISTICS:

Combat abilities:
– The weapon has a mode for Piercing/Slashing damage and a mode for Crushing damage. The wielder can switch between the two modes at will
– Single-classed arcane casters may use this weapon twice per round

Charge abilities:
– Evolve Weapon
  Special: Wielder attempts to improve the weapon's enchantment level. The user must be level 26 or higher to upgrade the weapon

THAC0: +4
Damage: 1d8+4, +3 magic damage
Damage type: Piercing/Slashing or Crushing
Speed Factor: 0
Proficiency Type: Universal
Type: One-handed

Weight: 1~

@10123 = ~Omniblade +5~
@10124 = ~This blade was designed and enchanted by a prestigious Netherese wizard to be used by anyone, regardless of their physical prowess. The Omniblade was the result of this endeavor, a weapon that adapts to the situation rather than the wielder's strength or skill. It is believed that she gave this weapon to her trusted bodyguard, who could not wield a traditional blade but whose loyalty was unparalleled. Only those with professional focus on the wizardly arts can use this weapon.

STATISTICS:

Combat abilities:
– The weapon has a mode for Piercing/Slashing damage and a mode for Crushing damage. The wielder can switch between the two modes at will
– Single-classed arcane casters may use this weapon twice per round

Charge abilities:
– Evolve Weapon
  Special: Wielder attempts to improve the weapon's enchantment level. The user must be level 31 or higher to upgrade the weapon

THAC0: +5
Damage: 1d8+5, +4 magic damage
Damage type: Piercing/Slashing or Crushing
Speed Factor: 0
Proficiency Type: Universal
Type: One-handed

Weight: 1~

@10125 = ~Omniblade +6~
@10126 = ~This blade was designed and enchanted by a prestigious Netherese wizard to be used by anyone, regardless of their physical prowess. The Omniblade was the result of this endeavor, a weapon that adapts to the situation rather than the wielder's strength or skill. It is believed that she gave this weapon to her trusted bodyguard, who could not wield a traditional blade but whose loyalty was unparalleled. Only those with professional focus on the wizardly arts can use this weapon.

The blade was evolved six times, and now it is a truly legendary weapon. It may no longer be improved, as further attempts would likely require godlike power and there's no guarantee the weapon would be able to hold more power without catastrophic consequences.

STATISTICS:

Combat abilities:
– The weapon has a mode for Piercing/Slashing damage and a mode for Crushing damage. The wielder can switch between the two modes at will
– Single-classed arcane casters may use this weapon twice per round

THAC0: +6
Damage: 1d8+6, +4 magic damage
Damage type: Piercing/Slashing or Crushing
Speed Factor: 0
Proficiency Type: Universal
Type: One-handed

Weight: 1~

@10127 = ~The omniblade may only be used by arcane casters~

@10130 = ~Phantom's Blade~
@10131 = ~This ninjatô's blade is so incredibly sharp, it can slice through flesh and bone with extreme ease. It was forged by an ancient sect of killers only known as the "Phantoms", where only those that proved their loyalty by committing a very challenging murder were granted the honor of wielding such a blade. While many claim they were wiped out, and most indeed believe so, holding it carries the unsettling feeling that its masters may one day return to reclaim what is theirs.

STATISTICS:

Combat abilities:
– 20% chance per hit that target must save vs. Death at -3 or die by decapitation or fatal impalement

Damage: 1d8+5 (piercing or slashing, whichever is better)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 3~

// tv-show inspired
@12000 = ~Needle +1~
@12001 = ~This small and exceptionally slender rapier is designed for a wielder who values finesse over brute strength, with a design particularly suited for shorter races such as gnomes. Its steel blade tapers to a needle-sharp point, making it perfect for quick thrust attacks. Due to its unassuming size, many opponents dismiss it at first glance—an underestimation they regret moments later when they find themselves suddenly sporting a collection of small, bleeding wounds they hadn't planned for.

STATISTICS:

Equipped abilities:
– +1 to Armor Class and saving throws (short races only)
– 3/2 attacks per round (2 attacks per round for short races)

Combat abilities:
– 25% chance of inflicting a bleeding wound on hit, dealing 1d4 piercing damage instantly and then again after one round. No effect on creatures without blood
– 5% more likely to critically hit compared to other rapiers (short races only)

THAC0: +1, +2 if wielded by short races
Damage: 1d6+1 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword / Rapier
Type: One-handed
Requires:
 3 Strength
 14 Dexterity

Weight: 1~

@12010 = ~Craven Edge +4~
@12011 = ~This accursed blade once belonged to a vampire lord of ancient times. Infused with the essence of the Shadowfell, it possesses the power to drain the life force of its victims. Legends say the sword has a will and hunger of its own, and each wielder must struggle to restrain its appetite—or risk being consumed by its dark power and insatiable thirst for blood.

STATISTICS:

Equipped abilities:
– Each time the sword causes a bleeding wound or lands a critical hit, there is a 4% chance the wielder will enter a blood rage for 2 rounds. While in this state, the wielder is consumed by bloodlust, gaining +2 to damage and THAC0 but losing control, attacking both enemies and allies indiscriminately. Vampires are unaffected by this effect.

Combat abilities:
– Critical hits are 5% more likely and deal an additional 2d4+4 slashing damage
– Each hit drinks a small amount of the target's lifeblood, healing the wielder for 1 Hit Point. In addition, there is a 15% chance on hit to inflict a bleeding wound: the target takes 2d4 slashing damage per round for 3 rounds, and the wielder is healed for the same amount. The target may save vs. Death at -2 to take only half damage and heal the wielder for half as much. This effect does not work on vampires or creatures without blood.

THAC0: +4
Damage: 1d10+4
Damage type: Slashing
Speed Factor: 6
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 12~

@12012 = ~Driven mad by a blood rage~

