/////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Item Descriptions // /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Potions // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Nipple Grease The adventurer Boof and his traveling companions were frequent users of the haste spell; however, they each succumbed to heavily chaffed nipples due to the rapid speed of their movements. After a harrowing ordeal involving misplaced padding and chain mail, Boof went to work on a solution to alleviate the chaffing he and his companions experienced. After many sleepless nights, Nipple Grease was born. This magical ointment provided the haste that was expected while applying the proper protection to one's nipples. Word quickly spread of this magical concotion, and it was such a success that Boof was able to retire from the adventuring business. It is believed he lived out the rest of his life peacefully knowing that nipples everywhere would remain un-chaffed. When generously applied to the nipples, this grease increases the movement and combat capabilities of the imbiber. The movement rate is doubled and the user gains one extra attack per round. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once in a round attacks twice. Most importantly, the user will not suffer from chaffed nipples. This does not reduce spellcasting time, however. The duration of the effect is 1 hour. STATISTICS: Special: Doubles movement rate and grants 1 extra attack per round Duration: 1 hour Weight: 1 /////////////////////////////////////////////////////////////////////////// // Bastard Swords // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Bloodletter +4 (NWN2 - Non-Good Only) 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 /////////////////////////////////////////////////////////////////////////// // Daggers // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // TorGal's Claw +3 This putrid claw was found on the corpse of TorGal, the leader of the trolls that invaded De'Arnisse Keep. TorGal was a powerful troll and this claw retains the abilities it had when you faced him in combat. Its length allows it to be used as a dagger but its rancid smell would discourage all but the most dedicated. STATISTICS: Combat abilities: – Each hit either lowers the target's strength by 3 for 60 seconds or slows the target for 10 seconds. A save versus poison at -4 negates either effect. THAC0: +3 Damage: 2d6+3 Damage type: Piercing Speed Factor: 1 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 /////////////////////////////////////////////////////////////////////////// // Flails // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Flail of Destruction (NWN2) If J'elnyio of the Anvil had created just a few of these powerful weapons he might have enjoyed a natural death. Instead he produced as many as he could, hoping to shift the balance against evil in the world. The problem, of course, is that his efforts eventually drew attention from the very evil the flails were designed to fight, and balance was restored. STATISTICS: THAC0: +1 Damage: 1d6+2, +1 fire damage Damage Type: Crushing Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 13 /////////////////////////////////////////////////////////////////////////// // Halberds // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Will of Atar +1 (NWN2) 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 Speed Factor: 8 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 14 /////////////////////////////////////////////////////////////////////////// // Katanas // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Sanchuudoku +4 This green blade was forged by a Kara-Turan Wu Jen as a gift for his paranoid overlord; its name means "Acidic Poisoning". The sword was enchanted using the fresh blood of a Black Dragon and the hilt guard is decorated with Wolfwere bone fragments. The blade heals its user's wounds at an alarming rate and powerful acid seem to fly from it whenever an attack is made on the user. STATISTICS: Equipped abilities: – Regeneration (1 hit point every two seconds) – Immunity to Acid – 2 points of acid damage to any who damage the wielder Combat abilities: – Each hit lowers the target's acid resistance by 10% for 18 seconds THAC0: +4 Damage: 1d10+4, +1d8 acid damage Damage Type: Slashing Speed Factor: 0 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 8 //------------------------------------------------------------------------- // Darkened Glory +2 This weapon was originally owned by a young officer guarding a diplomatic envoy from Kara-Tur. When the envoy's caravan was ambushed by a small band of yuan-ti raiders, most of the guards were quickly dispatched during a surprise attack, save for one wagon and the young woman defending it. In wave after wave, the yuan-ti charged at the officer, and in wave after wave, they were cut down by the speed and fury of her steel. At last the leader of the yuan-ti raiders faced off with the young woman, and although he did finally overpower her, he was astonished by her skill. The katana she carried was recovered and later enchanted by a high priest of Sseth. The once graceful blade was tainted by dark magic and now guides those who wield it to inflict the severest of wounds upon their enemies. STATISTICS: Combat abilities: – +5% chance of scoring a critical hit (with this weapon only) – Casts Curse centered on the target each time a critical hit is scored THAC0: +2 Damage: 1d10+2 Damage Type: Slashing Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 4 /////////////////////////////////////////////////////////////////////////// // Short Swords // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Littlefang +2 Though the sheen of the sword's blade is metallic, the heft of the weapon seems as if it were carved from the tooth of some great beast, and sheathed in a metal hilt to protect it from the user's hand. A greedy essence seems to inhabit this weapon, pore-like holes in the blade soaking up any blood it touches. STATISTICS: Combat abilities: – 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: +2 Damage: 1d6+2 Damage type: Piercing Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 3 //------------------------------------------------------------------------- // The Lucky One +1 This is a swashbuckler's blade that has seen endless use in grand fights against "big nasties" sent forth by whomever. The Lucky Ones mercenary company commissioned these blades while still flush from their last big score. After their windfall they only adventured for the thrill of it, challenging each other to ever-greater feats of daring-do. Why are these weapons no longer with them? Sometimes the "big nasty" wins. STATISTICS: Equipped abilities: – Luck: +1 THAC0: +1 Damage: 1d6+1 Damage type: Piercing Speed Factor: 2 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 3 /////////////////////////////////////////////////////////////////////////// // Spears // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Bloodbane +5 Bloodbane +5: Throwing Spear This incarnadine lance was found on the body of one of 's assailants, a self-styled "Avatar of Poison." The spear itself is hot to the touch and seems to thrum slightly beneath your fingers, beating out a stacatto rhythm like an irregular pulse. The effect is quite disconcerting, but it is much more comfortable than being on the receiving end. Victims pierced by the spear are often struck with paralytic seizures as its magic tries to coagulate the blood within their veins. Unlike many other spears you have encountered, this spear was designed to be thrown. The spear instantly returns to the hands of the wielder after every attack. Bloodbane may also be used as a melee weapon. STATISTICS: Equipped abilities: – 1 extra attack per round Combat abilities: – Each successful hit inflicts 6 points of poison damage on the target over the course of 6 seconds (no save) and will stun the target for 10 seconds if a save vs. breath weapons at -4 is failed. THAC0: +5 Damage: 1d6+5 Damage Type: Piercing Speed Factor: 0 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 /////////////////////////////////////////////////////////////////////////// // Two-Handed Axes // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Betrayer of Humanity +4 (Inspired by WoW) This greataxe, forged from a dark and twisted metal, emanates an eerie, crimson glow. The blade is jagged and cruel, with ancient runes etched into its surface that seem to pulse with a sinister energy. The handle is wrapped in tattered leather, and a wickedly sharp spike protrudes from the pommel. When wielded, the axe feels unnaturally heavy, and its edges appear to shimmer with a malevolent light. STATISTICS: Charge abilities: – Aura of Despair at level 15 three times per day Special: All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 8 or fewer Hit Dice are panicked as well. Area of Effect: 15-ft. radius THAC0: +4 Damage: 1d10+4 Damage type: Slashing Speed Factor: 9 Proficiency Type: Axe Type: Two-handed Requires: 10 Strength Weight: 10 //------------------------------------------------------------------------- // Betrayer of Humanity +5 (Inspired by WoW) Infused with the necromancy of the Skull of the Lich, the Betrayer of Humanity becomes a true weapon of darkness and evil. STATISTICS: Charge abilities: – Aura of Despair at level 15 three times per day Special: All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 8 or fewer Hit Dice are panicked as well. Area of Effect: 15-ft. radius Combat abilities: – 15% chance of inflicting disease on hit target THAC0: +5 Damage: 1d10+5 Damage type: Slashing Speed Factor: 9 Proficiency Type: Axe Type: Two-handed Requires: 10 Strength Weight: 10 //------------------------------------------------------------------------- // Gruumsh Hand (NWN2) Orcs tell of a great hero who wore no armor, and how the god Gruumsh gifted him with an axe to protect him in battle. He eventually became the avatar of that fearsome deity, and broke his weapon into many pieces to seed it among the orc hordes. Other cultures don't recognize the tale, but orcs don't care. After all, their legends also say that all the other races are born of swine, and what are the opinions of pigs worth? STATISTICS: Equipped abilities: – Saving Throws: +2 – Critical Hit Chance: +5% (with this weapon only) THAC0: +3 Damage: 1d10+3, +1d6 slashing vs. humans Damage type: Slashing Speed Factor: 9 Proficiency Type: Axe Type: Two-handed Requires: 10 Strength Weight: 10 //------------------------------------------------------------------------- // Infected Two-Handed Axe +2 (IWD) This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Combat abilities: – 15% target is infected with disease (1 damage every 2 seconds) indefinitely THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 9 Proficiency Type: Axe Type: Two-handed Requires: 10 Strength Weight: 10 //------------------------------------------------------------------------- // Two-Handed Axe +2: Life Giver (IWD) This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Combat abilities: – 10% chance to heal 2d3 Hit Points to self THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 9 Proficiency Type: Axe Type: Two-handed Requires: 10 Strength Weight: 10 //------------------------------------------------------------------------- // Two-Handed Fire Axe +1 (IWD) This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Combat abilities: – 50% chance of dealing +1d3 fire damage THAC0: +1 Damage: 1d10+1 (slashing) Speed Factor: 9 Proficiency Type: Axe Type: Two-handed Requires: 10 Strength Weight: 10 /////////////////////////////////////////////////////////////////////////// // War Hammers // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // The Queen of Spades Lady Lizaveta Ivanovna was a remarkable duergar strategist and gambler who honed her skills against the orc armies in the Year of the Black Horde and against countless card-players in underdark taverns. She met Hermann -the warrior that wielded this weapon- when he foiled an bluff by the great orc Pavel Tomsky, and soon after made him her card partner. After gaming at each other's side for a number of years, they fell in love and eventually married. Historians report that Lizaveta named her war hammer after her husband to remind herself of his favorite card. What his illicit lover, Countess Anna Fedotvona, thought of this is unknown. STATISTICS: THAC0: +2 Damage: 1d4+3, +2 cold damage Damage type: Crushing Speed Factor: 2 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 5 /////////////////////////////////////////////////////////////////////////// // Studded Leather // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Yellow Dragon Armor This suit of armor is formed from interlocking Yellow Dragon scales. Yellow Dragons are known for their fiery sand attacks and resistance to piercing weapons. This particular suit was obtained by while was investigating the Ritual. The armor is magically light and unencumbering. STATISTICS: Equipped abilities: – +50% resistance to piercing and missile Armor Class: -1 (-3 vs. slashing, -2 vs. piercing and missile) Requires: 6 Strength Weight: 10 /////////////////////////////////////////////////////////////////////////// // Plate Mail // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Black Dragon Plate Black Dragon Plate armor is light of weight, strong, and resistant to acid. Because of these properties, it is much sought after, but finding, let alone slaying, a powerful black dragon is near impossible. It is usually easier to search for an existing suit, such as this one. One should be careful wearing it near dragons. STATISTICS: Equipped abilities: – Acid Resistance: +40% Armor Class: -1 (-4 vs. slashing, -2 vs. piercing and missile) Requires: 8 Strength Weight: 30 //------------------------------------------------------------------------- // Deep Guardian's Plate (NWN2) 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 /////////////////////////////////////////////////////////////////////////// // Robes // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Greater Robe of Eyes The greater robe of eyes provides the wearer with improved vision and the ability to detect many things that are hidden. Invisibility and ethereal effects have no power to cloud the wearer's vision. STATISTICS: Equipped abilities: – Armor Class: 5 – Find Traps: +10% – Detect Illusion: +10% – True Sight Weight: 3 /////////////////////////////////////////////////////////////////////////// // Shields // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Uthgardt Holy Shield +2 (NWN2) 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 /////////////////////////////////////////////////////////////////////////// // Amulets // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Lillith Amulet Amulet of the Lillim This accursed amulet smells strongly of blood and dust. It came into your possession during your involvement with the Ritual affair. Both the Ritual and this amulet remain shrouded in mystery, but some of the powers of the amulet can be understood. It appears to grant the bearer all of the magical immunities and defenses normally associated with a young vampire: regeneration; resistance to cold and electricity; immunity to poison, fear, sleep, level drain, hold, charm and non-magical weapons. Truly noble hearts cannot bear to don the amulet and it cannot be removed without clerical aid. You feel certain that the powers of the amulet must come with a terrible price, but you cannot detect any such downside. In fact, the amulet feels strangely natural and stirs something deep in your memory. *CURSED ITEM* STATISTICS: Provides Vampiric defenses /////////////////////////////////////////////////////////////////////////// // Boots // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Resilient Trodders Though bearing an inelegant name, these sturdy boots carry with them a powerful magic. Crafted by a talented young smith, they were to be the masterwork that earned him a right to study under the greatest blacksmith in the city. Instead, he became smitten with a cleric of Helm - and subsequently mocked by his peers, for the cleric was half-orc and ugly to their eyes. Unlike them, the young smith saw the cleric's beauty reflected in her kindness and unwavering devotion, and dedicated himself to the church soon after giving these boots to her. Alas, the smith did not live long in his duities as a Helmite - perishing in the defense of a merchant caravan who had appealed to the church for protection from bandits - but his boots were enchanted to honor his memory and dedication, and the cleric he gifted them to wore them until the day she died. STATISTICS: Equipped abilities: – Armor Class: +1 – Constitution: +2 – Saving Throws: +2 – Protects against all forms of panic and boosts morale Weight: 4 //------------------------------------------------------------------------- // Dragon Slippers 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 – Protects against all forms of panic and boosts morale – Immunity to Wing Buffet – Magic Resistance: +10% Weight: 4 /////////////////////////////////////////////////////////////////////////// // Cloaks // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Shroud of Elder Doom Intimidating in size and shape both, cloaks of this nature were only worn by the highest in the Myrkulite clergy, those known by the grim honorific of 'Elder Doom.' Since Myrkul's death, few of these have managed to make it to the outside world, and slip out of the former Death God's grasp... surprising, since many Elder Dooms supposedly burned themselves alive in their own robes, unwilling to let themselves or their artifacts touch the hands of the unworthy. STATISTICS: Equipped abilities: – Immunity to all forms of death magic Charge abilities: – Finger of Death two times per day Weight: 3 /////////////////////////////////////////////////////////////////////////// // Rings // /////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------- // Ring of Leeched Abjuration This potent ring consumes some of its wearer's stamina to provide an impressive array of defenses from enemy magic. STATISTICS: Equipped abilities: – Strength: -3 – Dexterity: -3 – Constitution -3 – Hit Points: -20 – Immunity to spell level 2 or lower – Immunity to Spell School: Evocation – Magic Resistance: +20% – May only be removed with a Remove Curse spell Charge abilities: – Mantle once per day Special: Confers complete invulnerability to all weapons of +2 or lower enchantment. Duration: 4 rounds – Globe of Invulnerability once per day Special: User is immune to 1st-, 2nd-, 3rd-, and 4th-level spells Duration: 2 turns Weight: 0