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The BoM item pack (It's out!)

Discussion in 'BG2: Throne of Bhaal (Classic)' started by olimikrig, Sep 22, 2005.

  1. olimikrig

    olimikrig Cavalier of War Distinguished Member ★ SPS Account Holder Resourceful Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

    Joined:
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    This is do-able... all I need to do is to make an invisible creature with a script sayg each time someone uses the hammer, she will summon forth, make a check to see if it's a dwarf, and if it is instantly cast a wing buffet on the dwarf, and force him to throw the hammer :lol:

    Yeah, I'm sending the beta to tal tonight, but when the next v. goes out, there'll be major changes to item desciptions and such, with heavy reference to BoM user, and other BoM specific's...

    This is, after all, the Boards of Magick Item pack :p

    Some of the weapons already hold names of BoM regulars, but the background history on these item are still somewhat vague...
     
  2. olimikrig

    olimikrig Cavalier of War Distinguished Member ★ SPS Account Holder Resourceful Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

    Joined:
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    Okay, so far we've got 52 items done and ready for the beta (which I count on getting up some way or another - e.g. The pack would probably have to wait for an site update here on SP, so if I can upload it on an upload site instead, that would be preferable. This way I'll only have to send the doen 'n' ready pack to Tal)..

    Items created so far:


    3 Throwing Hammer +2
    4 Throwing Hammer +2, Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. This Throwing hammer has been magically enchanted so it returns to the hand of the wielder.

    STATISTICS:

    Combat Abilities:
    Returns to thrower

    Enchantment: +2
    THAC0: +2
    Damage: 2D4 + 2 / 1d4 + 2 (melee)
    Damage type: crushing
    Weight: 4
    Speed Factor: 1
    Proficiency Type: War Hammer
    Type: 1-handed
    Requires: 9 Strength
    Not Usable By:
    Druid
    Mage
    Thie

    5 Throwing Hammer +1
    6 Throwing Hammer +1, Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. This Throwing hammer has been magically enchanted so it returns to the hand of the wielder.

    STATISTICS:

    Combat Abilities:
    Returns to thrower

    Enchantment: +1
    THAC0: +1 bonus
    Damage: 2D4 + 1 / 1d4 + 1 (melee)
    Damage type: crushing
    Weight: 4
    Speed Factor: 1
    Proficiency Type: War Hammer
    Type: 1-handed
    Requires: 9 Strength
    Not Usable By:
    Druid
    Mage
    Thief

    7 Mageblade of Laiwethel
    8 Mageblade of Laiwethel: 'Lady of Flame, Lady of Night' is an item as mystical as it is rare. None know its true origin, but it is said that it was forged for the great Dark Elven Fighter/Mage known as Laiwethel, by the Pink sorcerer know as Taluntain.

    STATISTICS:

    Equipped Abilities:
    Armour Class: +2
    Spells: Gives one extra fifth, sixth and seventh level spell

    Combat Abilities:
    25% Chance of Dispelling Magic upon hit.

    Enchantment: +3
    Thac0: +3 bonus
    Damage: 8d1+2 / 1d4 Fire damage
    Weight: 5
    Speed Factor: 1
    Proficiency Type: Dagger
    Type: 1-handed
    Requires: 10 strenght and 15 intelligence
    Not Usable By:
    None

    9 The Magpie’s Spear of Flight +3
    10 The Magpie was an adventurer from the northern reaches of Faerun, so named for his habit of meticulously searching the battlefield for any sign of valuable items to be parted from their recently deceased owners. In combat, he was known for his exceptional displays of great cowardice, which he preferred to refer to as "hit-and-run tactics". This spear was commissioned by him, and bears his obvious hallmarks. It has been enchanted to ward against any spell that might restrict motion, whilst allowing the wielder to strike more quickly against a foe. Combined with the spear's naturally great reach, this allows a warrior to pick his battles with care. When holding this spear, however, one can't help but feel that one's place is not at the forefront of battle... and many of its wielders have sought to take flight at the most inopportune of moments.

    STATISTICS:

    Equipped Abilities:
    Free Action while equipped
    Attacks per round: +1
    Penalty to morale

    Enchantment: +3
    Thac0: +3
    Damage: 1D6 + 3
    Speed Factor: 0
    Proficiency: Spear
    Type: Two-handed
    Not usable by:
    Cleric
    Mage
    Thief
    Monk

    11 Ofelix’ Halberd of Patriotism +2
    12 Ofelix was an adventure from the northern region of Fearûn. In a sense he was from tribe of "barbarians" that couldn't care less about strangers; even when invader conquered his country. They couldn't force its inhabitants to change their language or religion. After several years of enslavement a group of warriors planned an all out attack to expel the invader. However the insurgency was defeated and in loyalty for his land he accepted death and was executed.


    STATISTICS:

    Special Abilities: Inflict greater damage to ‘chaotic’ enemies

    Enchantment: +2
    THAC0: +2
    Damage: 1D10 + 2
    Damage type: Piercing
    Weight: 8
    Speed Factor: 6
    Proficiency Type: Halberd
    Type: 2-handed
    Requires: 9 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    Cleric
    Monk

    13 Blade of the Crimson Cat +1
    14 Crimson Cat was perhaps the weirdest Halfling ever lived. Not only was he a skilled warrior, but he also wielded this blade. Over three metres long as it is, one must wonder how it was possible for him to carry and, even more, wield it. Crimson Cat used the blade to fend of forces of evil, never stopping or straying from his path.
    Then, one day, he just disappeared. The blade was found some days later from a small village. No one knows the truth about his disappearance, although many say that he went to challenge the Abyss itself.
    Regardless of the truth, this blade still serves its purpose without pause. When its hilt is grasped, the blade will burst to a magical flame that burns evil fiercely. Also, it has an enchantment that enables the user to wield it, even thought it stays as heavy as ever.

    STATISTICS:

    Combat Abilities:
    5% chance of Decapitating with each strike (save vs. death)

    Enchantment: +1
    Thac0: +1
    Damage: 1D12+5
    Damage: Type: Slashing
    Weight: 6
    Speed Factor: 5
    Proficiency Type: Bastard Sword
    Type: 2-handed
    Requires: 10 Strength
    Not Usable By:
    Druid
    Mage
    Thief
    Cleric
    Monk

    15 Icicles
    16 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. This particular dagger has been magically enchanted to look and act like icicles.

    STATISTICS:

    Combat Abilities:
    5% chance of freezing opponent

    Enchantment: +2
    THAC0: +2
    Damage: 1d4 / + 1d5 cold damage
    Damage Type: piercing
    Speed Factor: 2
    Proficiency Type: Dagger
    Not Usable By:
    None

    17 Gnomish Kneecapper +3
    18 Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. This War Hammer was created by the gnomish hero John the "Turnip Tosser", and is made for the pure purpose of smashing the knees of "tall-folks".

    STATISTICS:

    Combat Abilities:
    5% Chance of "knocking" an opponent down
    5% Chance of slowing an opponent

    Enchantment: +3
    Thac0: +3
    Damage: 1d4+3, +1d6 vs. Elves, humans, orcs, half-orcs, trolls, ogres
    Damage Type: blunt
    Speed Factor: 3
    Weight: 6
    Proficiency Type: Warhammer
    Type: 1-handed
    Only Usable By:
    Gnomes
    Halflings
    Dwarves

    19 Helm of Fire Resistance
    20 This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose.

    STATISTICS:

    Equipped Abilities:
    +50% Fire Resistance

    Special Abilities:
    May cast Fireball once a day

    Protects against Critical Hits
    Weight: 2
    Not Usable By:
    Mage
    Thief
    Monk
    Kensai

    21 Javelin
    22 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long. The fragile build of the Javelin disables melee attacks.

    STATISTICS:

    DDamage: 2D4
    Damage type: piercing
    Weight: 3
    Speed Factor: 3
    Proficiency Type: Spear
    Type: 2-handed
    Requires: 8 Strength
    Not Usable By:
    Cleric
    Mage
    Thief

    23 Javelin +1
    24 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long. The fragile build of the Javelin disables melee attacks.

    STATISTICS:

    Enchantment: +1
    Thac0: +1
    Damage: 2D4+1
    Damage type: piercing
    Weight: 3
    Speed Factor: 3
    Proficiency Type: Spear
    Type: 2-handed
    Requires: 8 Strength
    Not Usable By:
    Cleric
    Mage
    Thief

    25 Javelin +2
    26 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long. The fragile build of the Javelin disables melee attacks.

    STATISTICS:

    Enchantment: +2
    Thac0: +2
    Damage: 2D4+2
    Damage type: piercing
    Weight: 3
    Speed Factor: 3
    Proficiency Type: Spear
    Type: 2-handed
    Requires: 8 Strength
    Not Usable By:
    Cleric
    Mage
    Thief

    27 Javelin of Tearing+2
    28 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long.

    This particular Javelin has been enchanted with powerful magic.

    STATISTICS:

    Special Abilities:
    10% chance of tearing the flesh of an opponent, causing 1d4 +2 extra piercing damage
    5% chance of stunning an opponent

    Enchantment: +2
    Thac0: +2 bonus
    Damage: 2D4 +2
    Damage type: piercing
    Weight: 1
    Speed Factor: 3
    Proficiency Type: Spear
    Type: 2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief

    29 Pilum of Returning +1
    30 The Pilum is equivalent to the Javelin in most aspects. It tends to be shorter though. Pilums are said to be a wizard’s modification of the javelin, hence pilums do not stack, and are usually found with the magical effect of automatically returning to the hands of the user immediately having been thrown.

    STATISTICS:

    Enchantment: +1
    Thac0: +1 bonus
    Damage: 1d10 +1
    Damage type: piercing
    Weight: 1
    Speed Factor: 3
    Proficiency Type: Spear
    Type: 2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief

    31 Pilum of Returning +2
    32 The Pilum is Equivalent to the Javelin in most aspects. It tends to be shorter though. Pilums are said to be a wizards modification of the Javelin, hence Pilums do not stack, and are usually found with the magical effect of automatically returning to the hands of the user immediately having been thrown.

    STATISTICS:

    Enchantment: +2
    Thac0: +2 bonus
    Damage: 1d10 +2
    Damage type: piercing
    Weight: 1
    Speed Factor: 3
    Proficiency Type: Spear
    Type: 2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief

    33 Choice of Felinoid +2
    34 Felinoid was a Tethyrian hero with an agility of the like not ever before seen on the face of Faerûn. None other than Elminster himself magically enchanted this renowned pilum for Felinoid. Elminster took a fragment of Felinoid's agility and placed it within the pilum itself, causing the wielder to cast it at greater speed. The blade of the pilum was dipped in a highly toxic acidic, and magically protect so the effect won't wear off. It has the ability to return to the hands of whoever wields it.

    STATISTICS:

    Equipped Abilities:
    Attacks per round: +2

    Special Abilities:
    Soaking Pilum (dealing 5 points of poison damage for 50 seconds unless save vs. death).

    Enchantment: +2
    Thac0: +2 bonus
    Damage: 1d10 +2
    Damage type: piercing
    Weight: 1
    Speed Factor: 3
    Proficiency Type: Spear
    Type: 2-handed
    Requires: 5 Strength
    Not Usable By:
    Cleric
    Mage
    Thief

    35 Abdel's Mage Chain
    36 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
    The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
    The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
    This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
    All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.

    STATISTICS:

    Equipped Abilities:
    Vocalize
    20% chance of MIscast Magic

    Armor Class: 7
    Weight: 20
    Requires: 6 Strenght
    Usable By:
    Mage (single- and dual)

    37 Abdel's Mage Chain +1
    38 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
    The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
    The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
    This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
    All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.

    STATISTICS:

    Equipped Abilities:
    Vocalize
    30% chance of MIscast Magic

    Armor Class: 6
    Weight: 20
    Requires: 6 Strenght
    Usable By:
    Mage (single- and dual)

    39 Abdel's Mage Chain +2
    40 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
    The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
    The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
    This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
    All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.

    STATISTICS:

    Equipped Abilities:
    Vocalize
    40% chance of MIscast Magic

    Armor Class: 5
    Weight: 20
    Requires: 6 Strenght
    Usable By:
    Mage (single- and dual)

    41 Abdel's Mage Plate
    42 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
    The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
    The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
    This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
    All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.

    STATISTICS:

    Equipped Abilities:
    Vocalize
    30% chance of MIscast Magic

    Armor Class: 4
    Weight: 30
    Requires: 6 Strenght
    Usable By:
    Mage (single- and dual)

    43 Abdel's Mage Plate +1
    44 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
    The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
    The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
    This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
    All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.

    STATISTICS:

    Equipped Abilities:
    Vocalize
    40% chance of MIscast Magic

    Armor Class: 3
    Weight: 30
    Requires: 6 Strenght
    Usable By:
    Mage (single- and dual)

    45 Abdel's Mage Plate +2
    46 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
    The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
    The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
    This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
    All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.

    STATISTICS:

    Equipped Abilities:
    Vocalize
    50% chance of MIscast Magic

    Armor Class: 2
    Weight: 30
    Requires: 6 Strenght
    Usable By:
    Mage (single- and dual)

    47 Abdel's Mage Plate +3
    48 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
    The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
    The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
    This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
    All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.

    STATISTICS:

    Equipped Abilities:
    Vocalize
    60% chance of MIscast Magic

    Armor Class: 1
    Weight: 30
    Requires: 6 Strenght
    Usable By:
    Mage (single- and dual)

    49 Longbow +3 ‘Long Road’
    50 This bow, slightly worn looking though brimming with energy, gifted to a young warrior named Ezkiel Quareen. Legend says that the skilled archer travelled great distances looking for a bow that was able to damage powerful foes that could resist even magical arrows. His efforts were in vain however, as there was no such bow he could find. On his way he found many shortbows that fit his purposes, but he had trained with longbows all his life and was not going to begin to use weak weapons only fit for thieves. He was beginning to lose heart until one day he came upon a slightly unstable elven character. After much pointless dialogue over what the existence of Halflings had achieved, he finally mentions a possibility that he could help him in his quest. Curious as to how the elf could know of his quest, he resisted putting an arrow in his chest. Telling Ezkiel he would be back in 3 days, he set off with no word of why. Ezkiel, tired and fed up decided there was no harm in waiting to see if there was anything to come of his encounter. Three days later this longbow fell on his head from the sky. He never saw the elf again.

    STATISTICS:

    Combat Abilities:
    There is a 33% chance that upon a successful hit, that the target will suffer a -1 penalty to Thac0. This is cumulative with further attacks. The effect of each reduction lasts 2 rounds.

    Enchantment: +3
    Thac0: +3
    Damage: 2 piercing damage, 1d6+2 magic damage
    Weight: 8lbs
    Speed Factor: 4
    Proficiency: Longbow
    Type: Two-handed
    Requires: 15 Strength
    Not usable by:
    Cleric
    Druid
    Mage (single)

    51 Amnish Roulette Arrows
    52 These very rare arrows are believed to have been invented by war wizards in the employ of Amn several centuries ago. Amnish legionaries, presumably bored with normal interrogation method came up with an extraordinary game based on their favourite gambling pastime; roulette. Asking the war wizards for arrows that would have random effects on the targets was simple enough, coin, the only language many of the recruits spoke, was all was needed. The idea, the inventor proclaimed, would be for the hapless victims to shoot themselves with the new creations and to experience the humiliating or perhaps deadly consequences. Despite the great expense the legionnaires went too to play their morbid pastime, they soon lost interest as most often the result was a painful death from bleeding. The arrows were soon sold on throughout Amn to any who would have them at great profit to the legionnaires; but only after inserting a few into some cheating war wizards.

    STATISTICS:

    Enchantment: +3
    Damage: 1d6
    THAC0: +3
    There is a 2% chance one of the following may happen:
    Target petrified (Save vs. death at -4 to avoid)
    Target confused for 2 rounds
    Target stunned for 2 rounds
    Target feebleminded for 2 rounds
    Target slowed for 1 turn
    There is a 5% chance one of the following will happen:-
    Target's sex changed
    Target polymorphed into a cow
    There is an 80% chance that the target will receive 1d3 additional piercing damage
    No two effects will occur at the same time!

    53 Malovae’s Defence Orb
    54 This tiny swirling orb flies around the head of the user, defending from attacks and other dangers that doers of evil may throw at them. Despite this it also has some other useful abilities, including amplifying their telepathic ability and defending from evocation spells. It is said to have been crafted by the great mage Malovae hundreds of years ago, but some modern scholars claim this to be myth, and that it’s true origin is Netheril. Despite this many still believe the ‘myth’, and continue with its namesake. Regardless of where it was made, this stone is a great asset for any mage who risks the life of adventuring. This item is unsuitable for mages who dabble in thievery. This is due to the playful nature of the orb, leading to embarrassing mess ups when performing a ‘job’.

    STATISTICS:

    Equipped Abilities:
    Armour Class: +2
    Saving Throws: +2

    Special Abilities:

    Mind Wave:
    The orb that floats around the user’s head also has a mental link with the caster. When the caster wishes, he or she may unleash a wave of telekinetic energy and may possibly stun their opponents.
    Damage: 4d6 electrical damage. Surrounding enemies will be stunned for 1 round (save vs. spells at +2 to avoid effect) May cast 3 times per day

    Energy Barrier:
    The orb may also protect the user from harmful energy attacks from the school of evocation. This lasts for 5 rounds and negates the effects of all spells from that school, including area of effect. May cast once per day

    Malovae’s motto:
    “Some things are better left unsaid” - Target is silenced for 2 rounds (no save) May cast once per day

    NOTE: All thief skills are set to 0 except for move silently. The Dexterity and Racial bonus to skills is still available for basic skills.

    Weight: 1lb
    Requirements: 16 Intelligence
    Usable by:
    Mages (single, dual, multi)

    55 Starblade +3
    56 The Pink wizard Taluntain continuously sought ways to forge ever more powerful items. When he heard about the mysterious and ancient artefacts known as “Moonblades” he wished to learn the secrets behind their power. Unfortunately, the elves prize these heirlooms more than their own lives, and will stop at nothing to protect the secrets of their construction. Taluntain, however, is a force to be reckoned with and he eventually managed to acquire a Moonblade in spite of the elves of Suldanessellar's best efforts. Invisible, he was able to sneak into a house where the family Moonblade had been left unattended. As he picked it up a furious bolt of lightning stroke him down, almost killing him. With effort he managed to get the sword in his backpack and crawled, weakened as he was, to safety.

    For years he studied the ancient blade, always on the run from the anger of the elves, and managed to unpick many of the wards placed upon it. Despite the years of effort he never managed to truly replicate the moonblade, but he did create a somewhat weaker imitation: the "Starblade". Despite the Starblade being weaker than many of its Moonblade ancestors, it still carries manifold enchantments which are of particular use in tearing through the defences of opposing mages - possibly in preparation for revenge against the elf who enchanted the Moonblade that so grievously injured Taluntain in Suldanessellar.

    STATISTICS:

    Equipped Abilities:
    Armour Class: +1
    +50% Fire Resistance
    +10% Magic resistance

    Combat Abilities:
    50% chance of Dispel Magic whenever the sword strikes an opponent

    Enchantment: +3
    THAC0: +3, +6 vs. Evil
    Damage: 1d8+3, +6 vs. Evil
    Weight: 3
    Speed Factor: 2
    Proficiency: Dagger
    Type: 1-handed
    Not Usable By:
    Everyone but <CHARNAME>
    Neutral or Evil characters
    Druid (single or Dual)
    Cleric (Single or Dual)

    57 Bracers of Aldeth the Foppish Idiot
    58 Bracers of Aldeth: 'the Foppish Idiot'. The greatest wizard to ever have walked the face of Faerûn; or so he told himself. If the truth be told all 'great' about Aldeth was his ego - an ego that overdid his talents by far. Throughout his life, Aldeth made many a magical trinket, whereof the most famous is the 'Ring of Folly'(though he named it ring of greatness' himself). He always claimed that these bracers you now hold, were his greatest creations ever; sadly, it could easily be the truth, hence alas we know not *what* the bracers do, yet you doubt it can be anything good.

    STATISTICS:

    Special Abilities:
    Unknown!
    Not usable by:
    Kensai
    Wizard Slayer

    61 Laiwethel's Magegloves
    62 Gauntlets are armored gloves. They can be made of leather, metal plates, or chain mail. Every suit of armor is assumed to include gauntlets of an appropriate type. Magical gauntlets tend to be finer, lighter, and more easily worn than normal varieties.

    STATISTICS:

    +1 Bonus to Armor Class
    Casting speed increased by 1
    Usable by:
    Mages (Single, dual, multi)

    63 Warrior Blade+3
    64 Warrior Blade+3: Blackthorne's Bone Basher. The famous Uthgarian Barbarian named Blackthorne first wielded this blade. Blackthorne had a rather bad habit of going berserk, thus the name 'Bone Basher', since he would bash your bones to pieces if you pushed his buttons. The tribe Shaman enchanted the weapon with a piece of Blackthorne's soul. Unfortunately this piece resembled his bad temper, and will eventually make the wielder go berserk.

    STATISTICS:

    Equipped Abilities:
    Armour Class: +3
    Attacks per round: +1/2

    Combat Abilities:
    There is a 2% chance that the wielder will go berserk, giving great bonuses for the next few rounds.
    The downside to this is the immediate fatigue following every time it is activated.

    Enchantment: +3
    Thac0: +3
    Damage: 1d8+2
    Damage type: slashing
    Weight: 8
    Speed factor: 1
    Proficiency Type: Scimitar/wai/ninja-to
    Requirements: 4 Strength
    Usable by:
    Kensai

    65 chevalier's Divine Censer
    66 This flail was the property of the Paladin chevalier, a Knight of the Everfull Chalice from the East. He sought to spread righteousness wherever he went, even in the unlikeliest of places. To this end, he was gifted this flail, which is imbued with divine magic and emits a constant stream of incense. This incense is beneficial to the wielder, but has a particularly devastating effect versus Undead and other evil creatures.

    STATISTICS:

    Equipped Abilities:
    +1 to saving throws while equipped

    Special Abilities:
    Cast Chant 3/day
    Divine Smite 1/day

    Enchantment: +3
    THAC0: +3
    Damage: 1d6+1 Blunt / + 1d6 Lightning damage vs. Undead and Demons (+ 1d3 Piercing damage versus Evil opponents)
    Damage Type: Crushing
    Speed Factor: 6
    Type: 1-handed
    Proficiency: Flail
    Not Usable By:
    Chaotic
    Evil
    Druid
    Mage
    Thief
    Monk

    67 Dart of Icy Death
    68 TThis dart origin is unknown and what it may or may not do is also unknown. The only thing known about this dart is that its owner always seems to end up frozen or so they say.

    STATISTICS:

    Combat Abilities:
    Upon success hit target must Save vs. Breath Weapon or take 1d8 cold damage at -5 save.
    Thrower of the weapon must Save vs. Breath Weapon or be frozen for 5 rounds.
    Weapon return to owner

    Damage: 1D3 + Ice Damage 1D8
    Damage type: missile (piercing)
    Weight: 0
    Speed Factor: 1
    Proficiency Type: Dart
    Type: 1-handed
    Not Usable By:
    Cleric

    69 Rock of DUH
    70 Similar to the type of rock that was flung at Neeber/Noober in his childhood; these stones unerringly seek out the skulls of their hapless victims. It is said that a single blow from one of these strange rocks can lower an IQ by up to 50 points!

    STATISTICS:

    Combat Abilities:
    -1 INT (permanent) on hit
    5% chance of target being Feebleminded

    THAC0: -1 penalty
    Damage: 1d4+1
    Damage type: missile (piercing)
    Weight: 0
    Launcher: sling

    71 Healing Dart: Banana Thrower +2
    72 This is a strange dart made by a cleric whose name is unknown. The dart acts like a sling but it doesn't take any bullets and can't use bullets. This dart isn't made for killing but rather for healing. Not much else is known besides the fact it is a dart that doesn't inflict pain.

    STATISTICS:

    Special Abilities:
    May cast Raise Dead 2 times a day

    Combat Abilities:
    Returns to Thrower
    Target that is ‘hit’ is healed 20 points of damage

    Enchantment: +2
    THAC0: +2
    Damage: none
    Damage Type: missile (piercing)
    Weight: 0
    Speed Factor: 2
    Proficiency Type: Sling
    Type: One-Handed
    Requires:
    Usable By:
    Clerics (Dual, Multi or Single)

    73 Jaheira’s Club of Good +3
    74 Jaheria, a warrior druid and a protector of the wood, was often seen carrying this mighty club. After a while the club grew in power from the magical energies she cast to protect her friends and to attack their enemies when in battle. As Jaheria travelled with her companions she slowly started to see why fighting for the cause of good would benefit nature and neutral perceptive slowly changed. When her travelling party was attacked when resting out one night she miss placed her club. It soon became apparent that a hobgoblin was running around wielding her favourite weapon, most likely experiencing the strange effect of feeling bad about killing things. In the confusion, the beast ran away along with the club. Chances are he got killed trying to make up for his wrong doing, or maybe he is still out there, totally attatched to the ‘club of good’. Despite her best efforts to catch the lowly creature that evening, she soon lost his trail in the night mist. Since that night, Jaheria prefers to wield a scimitar or a quarterstaff due to the fact that she will never be able to hold a club like the old that was forged with magical energy in her hands.

    STATISTICS:

    Equipped Abilities:
    Changes Alignment to Good

    Special Abilities:
    Cure Light Wounds 3/Day
    Call Super Lighting 1/Day

    Enchantment: +3
    Thac0: +2
    Damage: 1D6+2
    Damage type: crushing
    Weight: 3
    Speed Factor: 2
    Proficiency Type: Club
    Type: 1-handed
    Requires: 5 Strength
    Not Usable By:
    Mage

    75 Orb of Intelligence
    76 This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color.

    STATISTICS:
    +1 Intelligence while equiped

    77 Orb of Strength
    78 This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color.

    STATISTICS:
    +1 Strength while equiped

    79 Orb of Dexterity
    80 This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color.

    STATISTICS:
    +1 Dexterity while equiped

    81 Orb of Wisdom
    82 This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color.

    STATISTICS:
    +1 Wisdom while equiped

    83 Orb of Constitution
    84 This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color.

    STATISTICS:
    +1 Constitution while equiped

    85 Orb of Charisma
    86 This is a small stone that floats in an orbit around the owner's head. Simply equip the stone to set it in its orbit. These obviously magical stones have different properties depending on their color.

    STATISTICS:
    +1 Charisma while equiped

    87 Divine Power Axe +4
    88 This axe was carried by a great warrior who often fought for the good of the world. His actions are embedded into this axe. The battles that he won in his travels enchanted this weapon. The warrior who carried this axe fell and the individual who knocked the warrior down did so only from behind. The axe remembers and therefore any who hold this axe will be protect from such sneak attacks.

    STATISTICS:

    Equipped Abilities:
    Immune to Backstab
    Spells: Gains and additional first and second level spell

    Enchantment: +4
    THACO Bonus: +4
    Damage: 1D8+3
    Damage Type: slashing
    Weight: 5
    Speed Factor: 6
    Proficiency Type: Axe
    Type: 1-handed
    Requires: 9 Strength and 18 Charisma
    Usable By:
    Paladins Only

    89 Gauntlets of the Silver Knight
    90 Known for his hatred of evil wizards, the Silver Knight asked his relatively obscure wizard friend to enchant these gauntlets to give him protection against magic. Unfortunately the Silver Knight set off on his quest long before his ‘not so known friend’ could finish these gauntlets, and from stories, Silver Knight was slain by a very powerful evil lich.

    STATISTICS:

    Equipped Ability:
    + 25% Magic Resistance

    Weight: 5
    Usable by:
    Fighter
    Wizard Slayer

    91 Tangor’s Mystical Chain
    92 This chain mail was once adorned by Tangor, Abel protector. This chain provided Tangor the ability to with stand most of the arcane miscast spells Abel would cast. This along with Abel’s gift was Tangor most prized possession however Tangor and Abel both died at the hands of a not so friendly summon fiend.

    STATISTICS:

    Equipped Abilities:
    25% resistance to Magical Damage
    25% resistance to Cold and Fire
    Protection from Normal Weapons

    Armour Class: 3
    Weight: 30
    Requires: 8 Strength
    Not Usable By:
    Druid
    Mage
    Thief

    93 Dagger of the Order of the Scorpion +2
    94 This vile adamantine blade is rumoured to be the legendary weapon of Shadow Scorpion, one of the grandmasters of the Order of the Scorpion. Based in the Plane of Shadow, they were a ruthless guild of assassins said to be related to the legendary Dying Light. They used a special type of venom which was said to be the one of the Scorpion Lord’s; a minor deity the clan worshipped. The efficiency of this venom was shocking, first paralyzing the victim, fearfully living his/her last moments. They would leave a small scorpion made of dark matter as their signature.

    How the weapon came to leave Shadow Scorpion's grip was never known... some say that internal conflicts between the grandmasters of the Order of the Scorpion and those of the Dying Light led to a bloody, decimating war between the two clans, while some other stories say that after the mysterious disappearance of the Scorpion Lord, the Order was dissolved, and relics of the clan were cast into another plane... how they found its way to the material plane remains a mystery.

    STATISTICS:

    Equipped Abilities:
    Attacks per round: +1

    Combat Abilities:
    30% chance of Holding target for 2D6 rounds
    Poison:

    Enchantment: +2
    Thac0: +2
    Damage: 1D4 +2, 15 poison damage over 15 seconds
    Weight: 2
    Speed Factor: 3
    Proficiency: Dagger
    Type: Dagger
    Requires: 5 strength
    Usable by:
    Assassin

    95 Mother’s Curse +1
    96 Although no one really knows who forged this armour, the tales that surround this artefact claim that it was the mother of a famed hero named Firag, who created this cruelly useful full plate. The abilities the armour gives to its wearer, though mysterious, do come at a painful price. Once equipped, it cannot be removed from the body. This is mainly because the inside of the armour is covered with small spikes that dig into the wearer and eject small amounts of weak poison into them. Although unnoticeable, it does require a healthy person to endure such an effect. The poison also slightly discolours the wearer damaging their charisma.

    Legend has it that when leaving for the border realms Firag left his armour in the Temple of Helm. This story is given some merit, for that on the back side of the armour you can see the sign of Helm, which indicates that it was probably gifted at some point to a servant of that deity. Modern scholars argue that the armour was crafted by an unknown craftsman within the service of Helm, but this is largely discredited by the fact that the symbol was obviously added later as a consequence of its extensive use throughout the Order.

    The armour has been used by many great adventurers over the years, including Theodora Manstapler, Igor ‘the merciless groundhog killer’ Smith, Dasios Noober and of course Firag. The great success of these adventurers speaks for itself and although cursed, this plate surely has more heroic days in it yet.

    STATISTICS:

    *Cursed*
    All healing spells cast upon the wearer have no effect. This includes Cure Minor Wounds, Cure Medium Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Healing and Heal. The spell effects from regenerate still work as normal.
    Charisma: -2

    Equipped Abilities:
    Immune to Charm
    Immune to Normal Weapons

    Armour Class: 0
    Weight: 40
    Requirements: 16 Strength, 14 Constitution
    Usable By:
    Cleric (Single, Dual, Multi)

    97 Crystal Clear+2
    98 This sword is a truly gorgeous weapon, with an intricate hilt made of an unidentifiable silvery metal and a long blade made of pure, clear crystal that glows a light blue colour due to energy given off by the impossibly floating runes it contains.

    It once belonged to the famed Ilyana, a ranger from the East who fought against large infestations of undead across the land, taking special attention to the whereabouts of liches, her favoured enemy. A sorcerer made this weapon to be like her, delicate-looking yet deadly. It’s slightly lighter weight for a weapon of its size allows for noticeably quicker attacks, although it must still be noted that it is no short sword.

    In spite of its delicate appearance, the crystal is very sharp and hard, and when the wielder wishes, may reflect magical attacks just like deflecting sword blows from enemies. Ilyana vanished from the historical records about thirty years ago, and the shopkeeper is not quite sure how her sword got to this country.

    STATISTICS:

    Special Abilities:
    Casts Minor Spell Turning once per day

    Enchantment: +2
    Thac0: +2
    Damage: 1d10+2
    Damage Type: Slashing
    Weight: 6
    Speed Factor: 5
    Proficiency Type: 2-Handed Sword
    Type: 2-Handed Sword
    Requires: 8 Strength
    Not Usable By:
    Cleric
    Druid
    Mage
    Thief

    99 Yugoll’s Boots of Escape
    100 Yugoll was once a name that many authorities regarded as a dirty word. Understanding why this was requires an understanding of the mind of the policing forces of Faerun. The main thing to know is that they don’t like being outsmarted or evaded longer than a day or two. After a day the fun of the chase became the boredom of the search. Yugoll, a thief of some renown up in Waterdeep, was one of the most difficult targets of the Waterdeep authorities. Taking great pains to capture him alive, the guards were not allowed to use lethal force when they found him. Whole teams of war wizards were sent to stop him in his stride, but no matter what they threw at him he merely danced around as if nothing had happened. Before they knew it, he had clicked his heels together and miraculously became invisible; disappearing into the night.

    So cocky was Yugoll, he began to operate during the day, in plain sight of guards and townspeople. This alarmed the most senior officials of the city, who feared such a blemish on their Guards reputation would lead to damaging repercussions in the trade sector. In response, they hired some of the best bounty hunters in the land to procure him. The woman that finally brought Yugoll to his knees was a veteran bounty hunter named Theresa Vargu. As cunning as well versed in her trade, she engineered a fake art show, where dozens of masterpieces were to be shown to the public for a small fee. It was not long before Yugoll struck, and Vargu was ready waiting. As soon as he appeared, ten guards jumped out and surrounded him, which led to several moments of hysterical laughter at the meagre attempt. Then something Yugoll was not expecting happened, Vargu threw a trap at him. Not expecting that the authorities would try to hurt him, he recoiled in terror. But when fired it did nothing. Then it slowly dawned on him as he saw the enclosing ethereal bars…. he was to be mazed.

    By the time Yugoll was released from the magical prison, the guards had erected a miniature prison in the mock-art gallery. He was going no where. It was soon found that his extraordinary ability to avoid capture was due to the boots he had worn.

    From that point on, over confident thieves were called ‘Yugolls’. He never saw his boots again.

    STATISTICS:

    Equipped Abilities:
    Free Action while equipped
    Movement Speed increased by 4

    Special Abilities:
    May cast Invisibility once per day

    Not Usable by:
    Wizard Slayer

    101 Flame of Firey
    102 None but the infamous Amnish warrior Firey wielded this fierceful blade. Firey was known for his ilter temper, and sudden outburst. how Taluntain got this particular item, one can only guess.

    STATISTICS:

    Combat Abilities:
    Stun Target when hits (save vs. spell to avoid)
    1% chance of Remove all magic regardless of power

    Enchantment: +3
    THAC0: +3
    Damage: 1d8+4 / 1d4 Fire damage
    Weight: 6
    Speed Factor: 5
    Proficiency Type: Two-Handed Sword
    Type: Two-handed
    Requires: 8 Strength
    Not Usable By:
    Cleric
    Druid
    Mage
    Thief

    103 Boots Of Idiot Removal+5
    104 Boots of Idiot Removal +5:
    These sturdy looking boots have a menacing air about them. Upon closer examination you can see that they are covered with strange markings and symbols. It seems that they were once property of the great mage Elminster. When he retired from an adventuring life, he was briefly employed as Barman at the Friendly Arm Inn. To his dismay, he soon discovered that many of his clientele were somewhat lacking in intellect and that they would often bother him with pointless questions or be rude to his other guests. Seeing the great mage's dismay, the young but powerful sorcerer Taluntain enchanted a pair of magical boots for Elminster. These boots helped protect the wearer from stupidity while also encouraging stupid patrons to buck up their ideas by a swift kick in the rear-end.

    Elminster was greatly pleased with the boots and found that they were ideal for maintaining order within the bar. Unfortunately though, Tlauntain's magic was more powerful than they realised and eventually the boots a limitid consciousness. Elminster found that often the boots would take it upon themselves to adminster a swift kicking to whoever they felt was being stupid regardles of what Elminster thought. When Elminster came to leave the Inn he also found that the boots were reluctant to be removed. It seemed that they enjoyed 'enlightening' the masses with their own special version intellectual training. Eventually Elminster persuaded the boots to let go of his feet by promissing them that they would be allowed to stay at the Inn. How they came to be here is anyone's guess, maybe they walked.

    STATISTICS:
    *Cursed*

    Equipped Abilities:
    +3 to wisdom and intelligence but the wearer can't remove the boots
    Wearer is immune to psionic attacks

    Combat Abilities:
    Upon each succesful hit there's a 25% chance that the target will gian +3 intelligence and +3 wisdom. this will last for 1 turn but is not cumulative.

    THAC0: +5 to hit
    Damage: 1d10+5
    Damage Type: Crushing
    Weight: 1
    Speed Factor: 1
    Requirres: 12 Intelligence and the ability to understand what the words 'cumulative' and 'psioniv' mean.
    Only Usable By:
    Monk

    105 Arabwels "cutthroat"
    106 The great Elven Assasin Arabwel hade this dagger custom made. Since she passed on the dagger has shiftet owners many a time, often by the hand of thief's. Arabwel had a thing for kitty's, so she had the blade enchanted with the ability to summon a kitty-cat five times a day. Note, though that cats are very free creatures, thus hard to control.

    STATISTICS:

    Equipped Abilities:
    Immunity to Backstabbing
    Backstabbing Modifier +3
    +40% magic resistance
    +30 to Hide

    Special Abilities:
    Summon Kitty-cat 5/day

    Enchantment: +1
    THAC0: +2
    Damage: 1d5 +5
    Weight: 2
    Speed Factor: 1
    Proficiency: Dagger
    Type: 1-handed
    Not Usable By:
    Non-Thief
    Swashbuckler

    107 Bane of the demilich
    108 Though banes are usually associated with weaponry, this particular item deserves its name in all respects. Nought but a single enchantment has been placed upon it, though a powerful enchantment! When wearing the ring you're protected from the much dreaded demilich howl, and abjuration spells in general.

    STATISTICS:

    Equipped Abilities
    Spell Immunity: Abjuration while equipped

    Weight: 1
    Not Usable By
    None

    109 chevalier's Divine Censer
    110 This flail was the property of the Paladin chevalier, a Knight of the Everfull Chalice from the East. He sought to spread righteousness wherever he went, even in the unlikeliest of places. To this end, he was gifted this flail, which is imbued with divine magic and emits a constant stream of incense. This incense is beneficial to the wielder, but has a particularly devastating effect versus Undead and other evil creatures.

    STATISTICS:

    Equipped Abilities:
    +1 to saving throws while equipped

    Special Abilities:
    Cast Chant 3/day
    Divine Smite 1/day

    Enchantment: +3
    THAC0: +3
    Damage: 1d6+1 Blunt, + 1d6 damage vs. Undead and Demons (+ 1d3 damage versus Evil opponents)
    Damage Type: Crushing
    Speed Factor: 6
    Type: 1-handed
    Proficiency: Flail
    Not Usable By:
    Chaotic
    Evil
    Druid
    Mage
    Thief
    Monk

    111 Ranger Mail +5
    112 This armour appears to be a mundane suit of chain mail at first glance, but closer scrutiny reveals the symbol of the goddess Mielikki subtly inscribed onto the buckles. The suit of chain mail is also much lighter than normal and less restrictive of motion. When worn the wearer seems to become one with the foliage around them, becoming undetectable even by scrying and able to move through even dense undergrowth unhindered. Only rangers may use this item.

    STATISTICS:

    Equipped Abilities:
    Allows Hide/Move Silently to be used unrestricted
    Non-Detection while worn
    Immune to spell "Entangle"

    Special Abilities:
    Blur 1/day

    AC 0
    Weight: 10
    Requirres: 6 strength
    Usable By:
    Ranger(single or dual)

    Malovae currently has some projects on the working board, personally I'm working on some cleric kit specific maces...
     
  3. Ofelix

    Ofelix The world changes, we do not, what irony!

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    Hey, It looks like some some description changed, if you still want to get in translated err send me the new one.

    And on a side note; I gotta translate all this stuff? o_0'''' :eek: :eek: Gotta need :coffee:
     
  4. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    [​IMG] You can always send it to me in any stage of development and request to have it put up; it just won't be listed on SP until it's final (if you expect that to be soon, otherwise a beta can be put up with a warning). But you'll still be able to give out a download link to people this way.
     
  5. olimikrig

    olimikrig Cavalier of War Distinguished Member ★ SPS Account Holder Resourceful Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    Okay, we'll do it that way then, as I would like beta to be kicked off either tomorrow or the day after (if the dialogue is finally ready :) )...

    Ofelix, I may have forgotten to tell you this, but you're free to translate the item desciptions somewhat "free"... This is so that you can easier make it fit your own language. The same is being done with both Italian and german translations ;)
    This is just Magpies work running the lot over, correcting descriptions so that the rhytm when reading sounds better.

    Yes :lol: you will have to translate this and at least 50 items more, as this is far from all the items that'll be added. Everyday new items come alive, as we have many ideas, and still a lot of "honorary" members that need their own items :p

    Everyone please note that Arabwels cuthraot can summon kitty-cats 5 times a day, which is way cool :shake:

    Oh, on a side note, please do keep the items coming :thumb:

    On yet another site note: anyone has a good suggestion as to where we can place Bion in ToB?

    [ October 10, 2005, 02:00: Message edited by: olimikrig ]
     
  6. Malovae Gems: 18/31
    Latest gem: Horn Coral


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    Just to let everybody know, as Oli has already said, item suggestions are still in demand.

    i need necklace suggestions. i'm making 3. And I think a few belts would be handy. At the moment the game has either strength belts or Inertial Barrier as a realistic choice. Lets get some imaginative ones.

    Read Olimikrig's first post to see what we need :)
     
  7. Felinoid

    Felinoid Who did the what now?

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    Here's one from the Tome of Magic that would be handy for counteracting those who steal your spells.

    Necklace of Memory Enhancement

    [make something up :p ]

    STATISTICS:

    Equipped Abilities: Is immune to any memory loss, whether natural or magical (i.e. forget)
    Weight: 1
     
  8. Western Paladin Gems: 10/31
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    Between summoning kitty cats and summoning Boolets (from Unfinished Business), this game just keeps getting kewler. :cool:

    I wonder if it would screw up the Sarevok storyline if I were to make him hold Jaheira's club when he was still Chaotic Evil?
     
  9. The Magpie

    The Magpie Balance, in all things Veteran

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    Unlikely; innate alignment shifts (like from Hell trials, Anomen's knight test) use different resources, iirc. Not that you'd need to do that; NPCs can't leave through Rep mismatch in ToB anyway.
     
  10. Malovae Gems: 18/31
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    @Felinoid

    my first reaction to that was it was not possible, but it is.... i think. I need info on who can use the item. It will make immunity to item charge draining as well though.
     
  11. olimikrig

    olimikrig Cavalier of War Distinguished Member ★ SPS Account Holder Resourceful Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    Wouldn't it simply just requirre a number of immunities like: immunity to wizard spell slot drain, immunity to lvl intelligence drain, etc?

    @Malovae

    Immunity to item charge drain wouldn't be a particulary good idea ;) .
    If an item cannot be drained, then it cannot be drained through any means - including normal charge draining when using the charge(s). This is only iirc, but I'm quite sure of it.

    Immagine having any items giving unlimited charges each day, that would be :nuts: :shake:

    [ October 10, 2005, 14:43: Message edited by: olimikrig ]
     
  12. Felinoid

    Felinoid Who did the what now?

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    @Malovae:
    Anyone can use it, but it'd really only be effective for spell-casters in BG.

    Actually, you can do that. Stick a once-per-day item in your BoH and pull it back out. Any item you do that with will have a charge coming out, so you can just keep recharging them.
     
  13. olimikrig

    olimikrig Cavalier of War Distinguished Member ★ SPS Account Holder Resourceful Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    well, people will just have to do these things as they have always done, I won't provide an item that does it for them :p
     
  14. The Magpie

    The Magpie Balance, in all things Veteran

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    Yeah, it's why I stuck the "Cursed" property on one of my item ideas in particular... Puts a right stop to that little trick straight away! :p
     
  15. Malovae Gems: 18/31
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    Okay, item drain immunity is gone :D It was an accident i was using that anyway because I was basing it on the nishruu attack. anyway, intel drain imm has been added. Could you post the official description for it Fel?

    Thats one, two more to go.
     
  16. olimikrig

    olimikrig Cavalier of War Distinguished Member ★ SPS Account Holder Resourceful Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    or three, maybe four, what about a hundred :shake:

    /me whips Malovae

    "this is no country club, damnit" :hahaerr:

    You're the best :thumb:

    Okay, as for an update on how it fares: Al I need to do is to get hold on my installation files, and then I'll send the beta to Tal, and hopes for it to be ready anytime soon...

    Note that the link to the beta will be posted here, as it won't go up on the main site before it is done and ready...
     
  17. Western Paladin Gems: 10/31
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    Some crud I just thought up.


    Lilac Girdle [belt]

    This broad belt is made from the finest leather, with designs depicting flowers of all kinds winding their way easily across and around its length and width. On the inside is engraved the name of "Rosanna Sashenstar", whoever that is. After trying it on, adding all your equipment as well, and walking around Taluntain's store wearing it, you reach the conclusion that it doesn't really do all that much. It is, however, very pretty.

    Equipped abilities:

    Charisma: +3 while equipped


    Amulet of Mysidia [you can change the name if you decide to make this or something like it, because the name "Mysidia" is blatantly stolen]

    The sages of Mysidia were renowned throughout the land for their wisdom and foresight. One day it happened that their oracular powers predicted a time when the city would no longer exist. To ensure that all they had learned would survive after that time, the sages caused these amulets to be forged, in a quantity that only they knew. Each amulet contained but a small amount of the collected wisdom of Mysidia, a great amount compared to normal men. Mysidia was attacked by barbarian raiders, and the gates were breached and the city sacked. The city eventually recovered, but the raiders had stolen many of its treasures and artifacts, including this amulet, which eventually made its way to Amn.

    ABILITIES:

    Increases Lore by 15 points while equipped
    Casts Identify 4 times a day
     
  18. The Magpie

    The Magpie Balance, in all things Veteran

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    We could name it "Amulet of Oghma" - I have no clue who Mysidia is, but Oghma definitely fits right in to the item theme & the FR setting.
     
  19. Western Paladin Gems: 10/31
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    Mysidia is the name of a city in several Final Fantasy console RPGs. In each, it is a city ruled by wizards with a tradition of learning and spellcraft.

    Oghma rocks and is my favorite FR god. :thumb: Can't believe I didn't think of that.
     
  20. Thor Gems: 10/31
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    Well how about:


    Valtam's Armor of Magnetism

    This was the favored armor of the great northerner Valtam, A wise one-eyed warrior, who seemed to have a direct link with some divine unknown force. This huge blue-gray armor is made of an highly magnetic alloy that causes even the most well-aimed attack to fly wide. however this works both ways, so the wielder needs great strength to get used to the magnetic energy that surrounds it at all times, and wielding a bow at the same time makes the arrows go in all directions. The armor has had relatively few owners after Valtam's sudden disappearance 500 years ago, those that wear it have a tendency to not get killed. Legend say though that the original owner someday will return for his armor, so if you intend to keep it, keep a good look for huge one-eyed Warriors!

    STATISTICS:
    THAC0: Ranged weapons -10
    Armor Class: 3
    Equipped abilities:
    Whenever equipped creature is hit with a metal weapon there is a 75% chance it will miss.
    Weight: 70
    Requires: 18 strength
    Usable By:
    Fighter
    Paladin
    Cleric


    I have no idea how the metal weapons can be implemented, but the druid kit (or is it ranger?) that is unable to wield metal weapons might hold the secret?


    And maybe the:


    Blinding Silence +3

    This unique ninja-to has unusual script etched down the length of the blade, and strange writing carefully scribed upon cloth strips that wind round the grip. Apparently, this blade once belonged to an unnamed Monk of the Old Order from Kara-Tur, who wished to continue questing even after an encounter with a group of bandits left him both blind and deaf. A wizard took pity upon him, and enchanted this blade so as to even the odds with sighted and hearing opponents.


    STATISTICS:

    Damage: 1d8+3
    THAC0: +3
    Special abilities:
    Cast Blinding Silence once/day, causes blind and silence at one creature, save vs. (idunno. wands? spells?) to negate at -2
    Proficiency Type: Ninja-To
    Type: Ninja-To
    Requires: Strength 8
    Not Usable By:
    Mage
    Druid
    Cleric
    Thief


    Story/background at the courtesy of The Magpie :)


    Belts eh? hmm.. how about


    Belt Of The Mule

    Yet again, i'm no good at stories..

    Equipped Abilities:
    Increases the weight a person can carry with 500 lbs.


    [ October 11, 2005, 16:47: Message edited by: Thor ]
     
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