I was thinking about re-vamping the mod, but the amount of work that it would take to balance the items is high, so I gave it up.
I've also re-worked about half? the item descriptions. If anyone is interested, I'll post those up as well.
Go for it mate.
Okay. You asked for it
// ------------
// Black Flight ®
// ------------
the ® after the commented name means that I took a stab at modifying it.
setup.tra@0 = ~Munchmod v2.6~
@1 = ~Arkvisti's Mindboggling Cart of Wonders~
// -----------------------
// Potion of Major Healing
// -----------------------
@2 = ~Potion of Major Healing~
@3 = ~When wholly consumed this potion restores 40 hit points to the imbiber. The effect is instantaneous and the potion is destroyed in the consumption.~
// ---------
// Ammo Belt
// ---------
@4 = ~Ammo Belt~
@5 = ~This waist belt is ideally suited for holding sling bullets, darts, arrows or bolts.~
// --------------
// Supreme Health
// --------------
@6 = ~Necklace~
@7 = ~Supreme Health~
@8 = ~A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metals, and adorned with gems. A necklace is always worn on the neck and can be of any length. ~
@9 = ~Supreme Health
This necklace has been blessed to increase the endurance and resilience of it's wearer. Its tremendous powers will enhance a warrior's ability to sustain damage to incredible levels, but it will also provide weaker individuals with enhanced endurance.
STATISTICS:
Adds 2 to constitution
Adds 10% to max hps
Weight: 1
Usable by: Any~
// ----------------------
// Medallion of Lathander
// ----------------------
@10 = ~Medallion of Lathander~
@11 = ~This amulet has been blessed by the powers of Lathander, and is usually given to deserving clerics or paladins.
STATISTICS:
Memorization of an additional spell of level 1,2,3 and 4
10% magic resistance bonus
Weight: 1
Usable by:
Good characters
Clerics
Paladins~
// ------------------
// Medallion of Talos
// ------------------
@12 = ~Medallion of Talos~
@13 = ~This amulet has been blessed by the powers of Talos, and is usually given to clerics or anti-paladins that have served the Storm Lord well.
STATISTICS:
Memorization of an additional spell of level 1,2,3 and 4
10% magic resistance bonus
Weight: 1
Usable by:
Evil characters
Clerics
Paladins~
// -----------------
// Medallion of Helm
// -----------------
@14 = ~Medallion of Helm~
@15 = ~This amulet has been blessed by the powers of Helm, and is usually given to deserving clerics.
STATISTICS:
Memorization of an additional spell of level 1,2,3 and 4
10% magic resistance bonus
Weight: 1
Usable by:
Neutral Clerics~
// --------------
// Undead Cleaver (R)
// --------------
@16 = ~Undead Cleaver~
@17 = ~This battle axe is a weapon of the Light. In the tongue of the nation of its birth, its name is Iuguolo nullus silenti, which roughly tranlsates to Cutter or Destroyer of the Undead. It was forged by the weaponsmith, Tanos Brightflame, with the blessing of Lathander. Tanos bequeathed the weapon to his son, Audric, a soldier in the ranks of the Morning Lord's templars. The axe was lost when Audric fell in battle against the undead minions of the archlich, Lamoth.
STATISTICS:
Special: Wielder can cast Negative Plane Protection twice per day
THAC0: +2 (+6 vs undeads)
Damage: 1D8+2 (+6 vs undeads)
Damage type: slashing
Weight: 5
Speed factor: 4
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Usable by:
Good aligned characters
Warriors
Bards~
// ------------
// Life Drainer (R)
// ------------
@18 = ~Life Drainer~
@19 = ~Many years ago, their lived a master of the black arts named Naster Blackbridge. Fascinated with the undead known as vampires, Naster spent his life attempting to develop a way to transform him into one in a way that did not involve actually dying and also bore none of the weaknesses that particular state of undeath caused. In his early efforts, the necromancer managed to enchant items that could mimic some of a vampire's accursed powers. Life Drainer is one such example. Emboldened, Naster took greater and greater risks to further his aim of becoming a pseudo-vampire. One of those risks proved his undoing. In his haste to finalize his experiments, Naster failed to properly bind a vampire subject that he was studying. Breaking free of its bonds, the vampire utterly destroyed the necromancer and burned his tower to the ground in revenge for years of bondage.
STATISTICS:
Combat abilities: on each hit, 20% chance to drain 2 levels from target
THAC0: +3 (+5 vs good aligned)
Damage: 1D8+3 (+5 vs good aligned)
Damage type: slashing
Weight: 7
Speed factor: 4
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Usable by:
Evil aligned characters
Warriors
Bards~
// ---------------------
// Girdle of the Acrobat (R)
// ---------------------
@20 = ~Girdle~
@21 = ~Girdle of the Acrobat~
@22 = ~Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like.
STATISTICS:
Weight: 2~
@23 = ~Two centuries ago, a young bard gained great fame by displaying his amazing acrobatic skills to entertain audiences. In an effort to garner great fortune to go along with the fame that he had achieved, he commissioned a powerful archmage to create a magical device that would increase his innate abilities to superhuman levels. This girdle was the result. With it the bard was able to gain the attention of the great houses of the lands and they rewarded him handsomely for his performances. However, it did not save him from being poisoned by a jealous husband after he was a bit careless with one of his female conquests.
STATISTICS:
Adds 3 to dexterity
Grants +1 movement modifier
Wearer is under free action
+2 saves vs breath
+2 saves vs wands
Weight: 2
Usable by:
Bards
Thieves
Monks~
// ------------------
// Girdle of the Lich (R)
// ------------------
@24 = ~Girdle of the Lich~
@25 = ~Erasmus Zenkijer was a famous archmage that fought a decades long battle with a terrible enemy, a lich called Parkos. When Erasmus finally defeated Parkos, he captured some of the creature's magical essence with the intent of enchanting a magical item with it. After settling on a beautiful girdle, Erasmus instilled Parkos's essence into it creating an item of surpassing power. However, while the girdle offers many benefits, some of the corruption of the lich's soul remained and tainted the item, such that the wearer becomes upleasant to look upon.
STATISTICS:
Adds 2 to intelligence
One extra spell at level 6 and 7
Removes 5 from charisma
Weight: 2
Usable by:
Mages
Requires 8 Charisma~
// ---------------------------
// Belt of Fire Giant Strength (R)
// ---------------------------
@26 = ~Belt of Fire Giant Strength~
@27 = ~This magical belt has been enchanted to grant the wearer the strength of a fire giant. The enchanter that created the belt used the heart of a slain fire giant as a focus for its enchantment. In doing so the enchanter was able to distill the great strength of the heart's donor, but the enchanter was unable to completely suppress the creature's fiery nature, thus while increasing the wearer's strength many fold, it also makes the wearer more sensitive to cold.
STATISTICS:
Strength set to 22
-30% cold resistance
Weight: 2
Usable by:
Warriors~
// ------------------------
// Girdle of Supreme Memory (R)
// ------------------------
@28 = ~Girdle of Supreme Memory~
@29 = ~This girdle gifts its wearer with great mnemonic abilities, making it highly prized by all that have a need to memorize many items. When used by a mage it significantly increases the number of spells that they can retain in memory.
STATISTICS:
Adds one additional spell slot from level 2 to 5
Weight: 1
Usable by:
Mages
Bards~
// -------------------------
// Treatise of Swordsmanship (R)
// -------------------------
@30 = ~Book~
@31 = ~Treatise of Swordsmanship~
@32 = ~This manual was penned many years ago by a famous swordmaster named Eqatil Fahzyl. Eqatil was celebrated for winning the Tournament Duelleto four years in a row, a contest where the finest swordsman in Faerūn vied for the title of champion and the considerable purse that accompanied it. After retiring from active dueling, Eqatil sought to pass on his prodigious knowledge of the blade by opening a training salon, but such was not to be. Learning that he was dying from an incurable disease, Eqatil spent his last remaining months penning this treatise, which he had enchanted to tutor warriors of the future in the skills necessary to wield Eqatil's blade of choice, the long sword.
STATISTICS:
A reader of Eqatil's treatise will be learn the basic use of the long sword and many finer points as well, such that thereafter, the reader will be able to use a longsword as a specialized warrior.
Usable by:
Warriors
Thieves~
// ----------------------
// Manual of Martial Lore (R)
// ----------------------
@33 = ~Book~
@34 = ~Manual of Martial Lore~
@35 = ~This magical treatise was enchanted to retain the lore of great warriors of the past. The reader of the treatise is granted the ability of a specialized fighter in one of the following weapons: longsword, two-handed sword, katana, scimitar, mace, axe or quarterstaff.
Not usable by:
Single class mages
Monks~
// ---------------------
// Treatise of Summoning (R)
// ---------------------
@36 = ~Magical Treatise~
@37 = ~Treatise of Summoning~
@38 = ~This book of lore contains a wealth of information about spells to summon creatures to the casters aid. It has been enchanted to allow its reader to learn various conjuring spells, however, the magic in the book will fade after two spells are learned from it.
Usable by:
Mages
Bards~
// -----------------------
// Boots of Silent Passage (R)
// -----------------------
@39 = ~Boots~
@40 = ~Boots of Silent Passage~
@41 = ~Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual.
STATISTICS:
Weight: 4~
@42 = ~These potent magical items were created by Elvish magic. Usually granted to Elven scouts headed into grave danger, over the years lost or stolen boots have become prized by those with an affinity for the shadows for the very powers that made them precious to a scout also make them an invaluable tool for a thief.
STATISTICS:
+30% to move silently
+30% to hide in shadows
+1 movement modifier
Improved haste once per day
Improved invisibility once per day
Weight: 4
Usable by:
Elves and half-elves
Rangers
Thieves~
// --------------------------
// Boots of the Flowing Crane (R)
// --------------------------
@43 = ~Boots of The Flowing Crane~
@44 = ~Ryetsu Gyro, a humble monk, was given these boots by the head of his order when he was tasked with the defeat of the evil Wu Jen, Shinran Ryobu. Their epic battle lasted three days and destroyed much of Tianzhou, but in the end, mortally wounded, Ryetsu struck the blow that ended Shinran's rein of terror over the city. The power of these boots is a boon to any unarmed fighter granting them magically enchanced strength and hand-to-hand damage.
STATISTICS:
Adds 1 to strength
Adds 3 damage to unarmed attacks
Weight: 4
Usable by:
Monks~
// ------------------
// Boots of Awareness (R)
// ------------------
@45 = ~Boots of Awareness~
@46 = ~Dangers are countless in the Realms. The ancient proverb "The serpent in the grass has the deadliest venom" speaks to the need of being aware of even the dangers that cannot be seen. This is doubly important to those who work in professions where trust and loyalty are sentiments to be laughed about. These boots have been enchanted to provide a modicum of defense against hidden dangers, be they mechanical traps or magical glamours.
STATISTICS:
+30% find traps
True sight twice per day
Clairvoyance once per day
Weight: 4
Usable by:
Monks
Thieves~
// ----------------
// Boots of Defense
// ----------------
@47 = ~Boots of Defense~
@48 = ~These boots were enchanted to provide protection to their wearer. The boots will increase slightly the general protection and also have innate magics that can protect the wearer from spells.
STATISTICS:
Armor class bonus of 1
Spell deflection twice per day
Weight: 4
Usable by: Any~
// ----------------------
// Gloves of the Archmage
// ----------------------
@49 = ~Gloves of the Archmage~
@50 = ~This pair of fine leather gloves were enchanted to enhance mage's abilities. While it is not imbued with tremendous powers, it proves a very efficient item for all mages.
STATISTICS:
-1 to spell speed factor
Vocalize
+2 saves vs spells
Weight: 2
Usable by:
Mages~
// ----------------------
// Gauntlets of Bloodlust (R)
// ----------------------
@51 = ~Gauntlets of Bloodlust~
@52 = ~This cursed pair of gauntlets fills its wearer with a terrible bloodlust, making them mindless of their defense by focusing entirely on dealing pain and damage to their foes.
STATISTICS:
+4 damage
-6 AC
Weight: 2
Not Usable by:
Mages
Druids~
// -------------------
// Quicksilver Bracers (R)
// -------------------
@53 = ~Quicksilver Bracers~
@54 = ~These rare bracers are made of supple leather traced with elaborate winding designs of magically frozen quicksilver. Like the metal that decorates them, the wearer of the bracers becomes more fluid in their movements, such that they are able move faster and attack more often.
STATISTICS:
+1 attack per round
+1 movement modifier
Weight: 2
Usable by:
Warriors~
// ----------------------
// Chainmail of the Master Bard
// ----------------------
@55 = ~Chainmail of the Master Bard~
@56 = ~This magical chainmail is only granted to the best of bards, the ones that enter the legends through their feats and songs. It is quite distinctive and grants the bard that wears it with both prestige and magical properties.
STATISTICS:
Armor Class: 2
Spells can be cast wearing it
+1 charisma
+20 lore
Protection from normal missiles
Weight: 30
Requires: 8 Strength
Usable By:
Bards~
// ----------------
// Celendal's Armor (R)
// ----------------
@57 = ~Celendal's Armor~
@58 = ~Celendel was a Wood Elven prince who took up the leadership of his people during a time of great turmoil. To protect and aid protect their prince, the finest Wood Elven artisans pooled their collective skills to craft this splendid suit of Elven chainmail. This lightweight, supple suit of armor provides excellent protection from mundane weaponry and allows a magic user to cast spells while wearing it.
STATISTICS:
Armor Class: 1
Spells can be cast while wearing it
-1 spell speed factor
Weight: 10
Requires: 8 Strength
Usable By:
Bards
Some multi-classed mages~
// --------------------
// Blessed Chain of Tyr (R)
// --------------------
@59 = ~Blessed Chain of Tyr~
@60 = ~This suit of steel chainmail is of the finest workmanship. Fit for a prince on parade it also offers the protection needed by a general in the field. If that weren't enough, the mail has been blessed by Tyr the Even-Handed. Through his divine power, this mail offers the same level of protection as a suit of full plate armor, while retaining the light weight and flexibility of mail. The enchantment on the armor is such that only clerics and paladins of the highest morale fiber are able to done it.
STATISTICS:
Armor Class: 0
Blade barrier twice per day
Weight: 40
Requires: 8 Strength
Usable By:
Good aligned characters
Clerics
Paladins~
// -------------------------
// Mantle of the Necromancer (R)
// -------------------------
@61 = ~Mantle of the Necromancer~
@62 = ~This mantle was created by a powerful necromancer, Ezarh Kiltoq, for the purpose of increasing his command of the undead. The midnight blue mantle feels as if it is made of silk. Otherwise unadorned, the mantle is somewhat disconcerting to look upon. Archus Grimort a scholar who had the opportunity to examine the mantle closely shortly before he was slain by a pack of ghasts described the effect as "It is as if the mantle itself were somehow actively trying to absorb any light that illuminated it."
STATISTICS:
-2 spell speed factor
Animate dead 3 times per day.
Control undead once per day.
Weight: 2
Usable by:
Evil mages~
// ------------
// Shadow Cloak (R)
// ------------
@63 = ~Shadow Cloak~
@64 = ~This plain brown cloak hides its abilities behind a rather unassuming plain brown faēade. The Lady-in-Exile, Neheris Allusa Konring, commissioned this cloak from the famed Gnome illusionist, Baynog Glitterjack. Lady Neheris used the cloak to smuggle herself into the city that she formerly ruled before being deposed in coup d'état led by her cousin Radon Kapel Konring. Once more in the city, she was able to comfort her people who were suffering under her cousin's ironfisted rule. Unfortunately, the Lady's presence in the city was betrayed by an ex-consort who felt unjustly ill used by the Lady and took the opportunity to further his standing with the new regime. Lady Neheris was found and hanged as a traitor, but the cloak was not found among her captured possessions
STATISTICS:
+20% hide in shadows
+20% move silently
Non-detection
Weight: 3
Usable by:
Thieves
Rangers
Monks~
// -----------------------
// Cape of the High Priest
// -----------------------
@65 = ~Cape of the High Priest~
@66 = ~A blessed cloak that bears the symbol of a God, it is a standard cloak of protection that has been invested with some clerical powers. All priests above a certain ranks are issued one.
STATISTICS:
Armor Class: +1 bonus
Saving Throw: +1 bonus
Righteous magic twice per day
Draw upon holy might 3 times per day
Weight: 3
Usable by:
Clerics~
// -------------
// Armored Cloak
// -------------
@67 = ~Armored cloak~
@68 = ~This kind of cloak is highly sought out by warriors, for it is made of magically toughened spider silk. It provides a great protection, especially against slashing weapons.
STATISTICS:
Armor Class: +2 bonus
+20% resistance to slashing damage
Weight: 5
Usable by:
Warriors~
// ------------
// Skull Basher
// ------------
@69 = ~Skull Basher~
@70 = ~This powerful club has been enchanted to grant it special accuracy. It seems to aim all by itself at the head of the opponent, thus being able to deliver terrible blows.
STATISTICS:
Combat abilities: on each hit, 20% chance of 2d4 additional crushing damage, and the target is stunned if it fails a save vs death at -3
THAC0: +3
Damage: 1D6 + 3
Damage Type: Crushing
Weight: 2
Speed Factor: 1
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable by:
Mages~
// ----------------
// Club of Striking
// ----------------
@71 = ~Club of Striking~
@72 = ~Clubs are usually not very much considered, for they are most often crude weapons that are not all that efficient, except huge ones wielded by giants that deal tremendous amounts of damage due to their size. However, a few warriors have been known to use some magically enhanced clubs. Even if these are less common than swords and axes, they have the advantage that warrior priests can use them, and therefore are sought after. This huge club is particularly large and will therefore deal great amount of damage, and has further more been enchanted to enhance its battle abilities.
STATISTICS:
Equipped abilities:
+1 strength
Combat abilities:
Upon each hit, either the target takes 2D4 crushing damage if it fails a save vs petrify at -2, either it gets stunned if it fails a save vs death.
THAC0: +3
Damage: 1D8 + 3
Damage Type: Crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Club
Type: 1-handed
Requires: 12 Strength
Not Usable by:
Mages~
// -----------
// Heartseeker
// -----------
@73 = ~Heartseeker~
@74 = ~This throwing knife is sturdy enough to be used as a dagger in melee, yet it retains its perfect balance which makes it a formidable ranged weapon. The knife has been boosted with fantastic enchantments, and the innocent looking weapon is in fact a terrible weapon.
STATISTICS:
Combat abilities:
3% chance of killing target upon hitting
20% chance of additional 1D6 piercing damage
Returns to its wielder if thrown
THAC0: +3
Damage: 1D4+2
Damage Type: Piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Usable by:
Halflings
Thieves~
// --------
// Echtreyl
// --------
@75 = ~Echtreyl~
@76 = ~This sharp dagger has been enchanted and can drain energy from its wielder in order to deliver more powerful blows.
STATISTICS:
Combat abilities:
20% chance of additional 1D6+2 magical damage, but this effect drains the wielder, tiring him
THAC0: +3
Damage: 1D4+3
Damage Type: Piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Not Usable by:
Clerics~
// --------
// Eyeflash
// --------
@77 = ~Eyeflash~
@78 = ~This dagger has been enchanted in such a way that it almost feels alive to its wielder. The dagger has almost movements of its own, and greatly enhances the speed with which its wielder can fight.
STATISTICS:
Equipped abilities: adds 3/2 attack per round
THAC0: +2
Damage: 1D4+4
Damage Type: Piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Not Usable by:
Clerics~
// ------------
// Medusa Flail
// ------------
@79 = ~Medusa Flail~
@80 = ~This flail has been constructed using some medusa skin to weave the rope that links the handle to the steel rod, in order to enchant it with some of the powers of that legendary being.
STATISTICS:
Combat abilities: on each hit, 15% chance of petrifying target if it fails a save vs petrify at -3
Equipped abilities: +2 save vs petrify/polymorph
Damage: 1D6 + 5
THAC0: +2 (enchanted +3)
Damage type: crushing
Weight: 10
Speed Factor: 4
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief
Monk~
// -------------
// Blood Freezer
// -------------
@81 = ~Blood Freezer~
@82 = ~This weapon has a very long history. Originally, the blade was a large scimitar that was enchanted with powers from the North tribes, a blade as cold as the blizzard and as sharp as thin ice. The scimitar's blade was reforged and mounted on an ivory shaft to create that powerful halberd, that has retained some of the original properties while adding to it with new enchantments.
STATISTICS:
Combat abilities: 25% chance to hold target for 4 rounds if it fails a save vs petrification at -3
Equipped abilities:
+1 attack per round
+1 strength
THAC0: +4
Damage: 1D10 + 4, 25% chance of additional 2D4 cold damage
Damage Type: Piercing
Weight: 12
Speed Factor: 5
Proficiency Type: Halberd
Type: 2-handed
Requires: 15 Strength
Usable by:
Warriors
Bards~
// ----------
// Storm Call
// ----------
@83 = ~Storm Call~
@84 = ~Storm Call is a divine artifact that once belong to a lesser god of thunder. Somehow, that being disappeared at some period, and Storm Call was awarded to a mortal. Even though its powers were greatly diminished, it is still a fearsome weapon that can call the power of thunder upon its foes.
STATISTICS:
Combat abilities: each hit creates a static discharge for 1D6 lightning damage if the target fails a save vs breath weapons
Equipped abilities:
+40% lightning resistance
Chain lightning once per day
THAC0: +3
Damage: 1D10 + 3
Damage Type: Piercing
Weight: 15
Speed Factor: 6
Proficiency Type: Halberd
Type: 2-handed
Requires: 15 Strength
Usable by:
Warriors
Bards~
// ----------------
// Moradin's Hammer
// ----------------
@85 = ~Moradin's hammer~
@86 = ~This warhammer has been enchanted with Moradin's blessing. It is a fairly common item amongst high-ranked dwarves, even though it is of course very precious and no dwarf would let it fall in foreign hands.
STATISTICS:
Equipped abilities: Shield of the Arcons twice per day
THAC0: +4 (+3 enchanted)
Damage: 2D4 + 2
Damage type: crushing
Weight: 5
Speed Factor: 2
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Usable By:
Dwarves
Good or Neutral aligned~
// ---------------
// Whirling Hammer
// ---------------
@87 = ~Whirling Hammer~
@88 = ~That powerful hammer is of dwarven origin, and its mithril head can deliver devastating blows. Furthermore, the hammer can be hurled at an opponent, and will magically return to its wielder after hitting its target. When thrown, the hammer emits a strident noise aimed at the target (hence his name) which can briefly incapacitate it.
STATISTICS:
Special: the hammer can be thrown, and returns to its wielder. Target can be stunned if it fails a save vs spells.
THAC0: +2 (+3 enchanted)
Damage: 2D4 + 2
Damage type: crushing
Weight: 6
Speed Factor: 4
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Not Usable By:
Druid
Mage
Thief
Monk~
// -----------
// Mage's Bane
// -----------
@89 = ~Mage's Bane~
@90 = ~This helmet has been specifically enchanted for warriors that fight against mages often. The helmet provides powerful defences against magical attacks, which allow its wearer to overcome most mages quite easily.
STATISTICS:
+2 saves vs spells
Magic immunity 3 times per day (this gives 100% magic resistance for 1 turn)
Weight: 2
Usable by:
Single class warriors~
// -----------------
// Deva's Ioun Stone
// -----------------
@91 = ~Ioun Stone~
@92 = ~Deva's Ioun Stone~
@93 = ~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.~
@94 = ~This ioun stone is a blessed item that has been bestowed powers by a supreme Deva, thus providing its wearer with great protection from Dark forces.
STATISTICS:
Protection from level drain
Protection from evil
Weight: 1
Usable by:
Good aligned characters~
// ----------
// Mind Shell
// ----------
@95 = ~Mind Shell~
@96 = ~This helmet has been specially prepared to fight off mind-affecting attacks. It grants its wearer partial immunity to most psychic attacks.
STATISTICS:
Immune to fear, confusion, rigid-thinking and stun.
Granted partial protection from psionic attacks.
Weight: 2
Usable by:
Single class warriors~
// -------------
// Elven Leather
// -------------
@97 = ~Elven Leather~
@98 = ~This leather armour has been studded with elven steel to reinforce it, and furthermore enchanted to protect its wearer. It is much lighter than basic studded leather, and grants great protection, both from physical blows and magic. The armour has also been enchanted to allow its wearer to blends more easily in his surroundings.
STATISTICS:
Armor Class: 3
+10% magical resistance
+30% hide in shadows
Weight: 15
Requires: 5 Strength
Usable by:
Elves and Half-Elves
Thieves
Rangers~
// -------
// Serkval
// -------
@99 = ~Serkval~
@100 = ~This studded leather armour has been shaped from the hide of a green great wyvern, providing an especially resistant armour that will provide its wearer with increased protection, and great acid resistance.
STATISTICS:
Armor Class: 4
+50% acid resistance
+1 saving throws against wands, breath, death
Weight: 18
Requires: 6 Strength
Not Usable by:
Mages~
// ---------------
// Assassin's Suit
// ---------------
@101 = ~Assassin's Suit~
@102 = ~Before Artemis Entreri's fame made his name fade into memories, Konrad Iltraz was the most famous assassin of the Realms. After many years of work as the top assassin in Calimport, he gathered so much wealth that he could afford to pay one of the great mage from Luskan to create several magical items. This leather armour is one of the items he had tailored for himself.
STATISTICS:
Armor Class: 4
+10% hide in shadows
+15% move silently
Additional x1 backstab multiplier.
Weight: 10
Requires: 4 Strength
Usable by:
Evil thieves~
// ----------------
// Burglar's Outfit
// ----------------
@103 = ~Burglar's Outfit~
@104 = ~This leather covering was originally meant not to be armored, and was mostly a very practical outfit for burglars, equipped with various tools and tricks meant to make a thief's life easier. However, Greyt Thornfoot, a powerful gnomish magician, decided to create a new enchanted version that would also fit the thief as an enchanted leather armour would. He also used the opportunity to add a couple new tricks to the outfit, thus making it a prized item for any thief.
STATISTICS:
Armor Class: 6
+15% open locks
+15% find traps
+20% pick pockets
Invisibility once per day
Luck twice per day
Weight: 12
Requires: 4 Strength
Usable by:
Thieves~
// --------------
// Mithril Dagger
// --------------
@105 = ~Mithril Dagger~
@106 = ~The typical 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.
STATISTICS:
Damage: 1D4
Damage type: piercing
Weight: 1
Speed Factor: 2
Proficiency Type: Dagger
Type: 1-handed
Requires:3 Strength
Not Usable By:
Cleric~
@107 = ~This is an dagger made from the purest Mithril. This is mined by the Dwarves, and is fashioned into very powerful weaponry such as this dagger. Dwarven made items are expensive and hard to come by, but they are highly powerful.
STATISTICS:
THACO: +3 bonus
Damage: 2-4 damage + 3
Damage type: piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Not Usable By:
Cleric~
// -------------
// Deconstructer
// -------------
@108 = ~Flail~
@109 = ~Deconstructer~
@110 = ~The Deconstructer is a weapon that has been especially enchanted to destroy and sever the magics that keep animated beings together, the famous golems. The enchantment bestowed to that mace, allows it to basically nullify the magical essence of golems, thus destroying them utterly.
STATISTICS:
Combat abilities: when hitting a golem, 15% chance to destroy it without saving throw
THAC0: +2 (+3 enchanted), +8 vs golems
Damage: 1D6 + 3, +9 vs golems
Damage Type: Crushing
Weight: 6
Speed Factor: 4
Proficiency Type: Mace
Type: 1-handed
Requires: 12 Strength
Usable by:
Warriors
Clerics~
// ------------
// Extinguisher
// ------------
@111 = ~Extinguisher~
@112 = ~The Extinguisher was created by Ildas Qvertil, a powerful mage who's greatest rival was a mage that specialized in fire. In order to battle him, he created several magical weapons to equip his champions, granting them special powers to destroy creatures of fire.
STATISTICS:
Combat abilities: when hitting a fire elemental or djinni, 15% chance to destroy it without saving throw
Equipped abilities: +30% fire resistance
THAC0: +3
Damage: 1D6 + 4, +2 cold damage
Damage Type: Crushing
Weight: 7
Speed Factor: 3
Proficiency Type: Mace
Type: 1-handed
Requires: 12 Strength
Usable by:
Warriors
Clerics~
@113 = ~Block of mithril~
@114 = ~Pure raw mithril is extremely rare and precious, for it allows for potent magical enchantments. Thus, creators of artefacts are always looking for such material in order to give their creations great magical powers. ~
@115 = ~Dark obsidian spearhead~
@116 = ~This spearhead has been torn apart from its shaft by some incredible force. The spearhead was sculpted in dark obsidian and still radiates power. If it could be reunited with its shaft, it'd certainly be a fearsome weapon. ~
@117 = ~Spear shaft~
@118 = ~This spear shaft is made from ivory and was sculpted directly from some beast's tooth. Considering the size of it, the beast must have been really gigantic. The shaft is engraved with runes of powers that depict its link to Fire. If it could be reunited with its missing spearhead, certainly it'd prove to be a great artefact. ~
@119 = ~Deathbringer's bowstring~
@120 = ~This is the magical bowstring of the great Deathbringer crossbow. It has been created with unicorns hair by Sigwald, in order to provide his masterpiece with powerful enchantments. ~
@121 = ~Deathbringer's frame~
@122 = ~This is the frame of a crossbow, the famed masterpiece of Sigwald, one of the best known smith of Faerun. The frame is made from an unknown bluish metal which secrets have been lost. It is said that a skilled smith can recreate the Deathbringer if fitted with the necessary components and instructions. ~
@123 = ~Sigwald's instructions~
@124 = ~This piece of paper is made for a strange material, both supple and extremly resistant. It appears to be Sigwald's legacy, the instructions needed for a smith to recreate the Deathbringer if he has the skills and components necessary for reviving that item of power. ~
// -----------------------
// Mithril Full Plate Mail
// -----------------------
@125 = ~Mithril Full Plate Mail~
@126 = ~This full plate armour is not made entirely of mithril (the price would be totally sick), but is a regular steel full plate armour reinforced with layers of mithril. This adds considerable resistance to the armour's already stout frame, providing excellent protection for the warrior. However, the added layers of mithril make it a cumbersome armour, which reduces the wearer's mobility.
STATISTICS:
Armor Class: -2
20% resistance to slashing damage
20% resistance to crushing damage
20% resistance to piercing damage
-1 dexterity
-1 movement modifier
Weight: 45
Requires: 17 Strength
Usable By:
Paladins
Single class fighters~
// ------------------
// Chitin Exoskeleton
// ------------------
@127 = ~Chitin Exoskeleton~
@128 = ~This peculiar armour has been made out of the chitin of some great insect, though it is really tough to say what it looked like. It has been shaped into a plate mail armour, but the special material is extremely resistant while being quite light. However, it is also more suceptible to crushing and piercing damages.
STATISTICS:
Armor Class: -1
25% resistance to cold, fire and acid
20% resistance to slashing damage
-20% resistance to crushing and piercing damages
Weight: 15
Requires: 10 Strength
Not Usable By:
Bard
Druid
Mage
Thief~
// -----------
// Potion Case
// -----------
@129 = ~Potion Case~
@130 = ~Typically carried by travelling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel.
STATISTICS:
Weight: 5~
// ------------------
// Ring of Many Faces
// ------------------
@131 = ~Ring~
@132 = ~Ring of Many Faces~
@133 = ~A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession.~
@134 = ~That ring was created by a powerful bard that was an unusually great wizard for a bard. He created that item for one of his friend who happened to be a bard as well, but less gifted with magics. Considering the variety of a bard's tasks, he decided to provide his friend with a very versatile magical item.
STATISTICS:
+10% pick pockets
Additional spell at level 3 and 4
Charming stance once per day (2d4 charisma bonus for 1 turn)
Usable by:
Bards~
// ----------------
// Ring of Woodlore
// ----------------
@135 = ~Ring of Woodlore~
@136 = ~That ring has been granted powerful powers by woodland spirits. It is invested with druidic energies that the wearer can release in battle in order to destroy his foes and restore the balance.
STATISTICS:
Regeneration 1hp every 6 seconds.
Nature's beauty once per day
Conjure animals twice per day
Usable by:
True neutral
Druids~
// --------------
// Scholar's Ring
// --------------
@137 = ~Scholar's Ring~
@138 = ~This ring was the property of Gimbul, a very long lived mage whose passion was learning and lore. He was not the most powerful of mages, but his knowledge was vast and many came to consult him. When he grew really old, he enchanted that ring to save some of his knowledge into a magical item.
STATISTICS:
Adds 1 to intelligence
Adds 25 to Lore
Usable by:
Bards
Mages~
// ----------
// Mage Guard
// ----------
@139 = ~Mage Guard~
@140 = ~A mage named Coryan Granthstone was a professional mage duellist, and after a few years of magic battles decided to make his life a lot easier by creating this ring, who's designed specifically to counter specialist mages.
STATISTICS:
Spell immunity twice per day
Usable by:
Bards
Mages~
// ---------------
// Ring of Shaolin
// ---------------
@141 = ~Ring of Shaolin~
@142 = ~Shaolin monks are reknowned for their incredible martial arts prowess. While not part of the realms, some of the items they use have made their way through planar travel. Such items are extremly rare and are priceless for monks.
STATISTICS:
+2 damage with unarmed attacks
+1/2 attack per round
Usable by:
Monks~
// -----------------
// Weaponmaster Ring
// -----------------
@143 = ~Weaponmaster ring~
@144 = ~That ring is prized by all kind of warriors for it has been invested with the knowledge and skills of a famous ancient weaponmaster.
STATISTICS:
+3 damage
+1 THAC0
Usable by:
Warriors~
// ---------------------
// Robe of High Wizardry
// ---------------------
@145 = ~Robe of High Wizardry~
@146 = ~The robe of high wizardry is an item of power that once belonged to Raizen, a powerful archmage that was part of one great mage war where spellcasters battled against large armies to preserve their rights to use their magics. This war led to terrible devastation and at the end, a sort of truce was reached, and people with hybrid skills in both fighting and magics appeared. Yet Raizen felt these were not real mages and lack the dedication to the Art, and made sure that any item he created could only be worn by totally dedicated spellcasters.
STATISTICS:
Armor Class: 6
-2 spell speed factor
+1 to all saving throws
Weight: 3
Only usable by:
Single class mages~
// ----------------
// Mithril Defender
// ----------------
@147 = ~Medium Shield~
@148 = ~Mithril Defender~
@149 = ~A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward.
STATISTICS:
Armor Class Bonus: 1
Weight: 7
Requires: 12 Strength
Not Usable By:
Bard
Druid
Mage
Thief~
@150 = ~This shield is a unique piece of armor. It has been forged by the Trademeet's blacksmith, whose skill is close from the famous Cromwell. Using an already powerfully enchanted shield, he used pure mithril to add a layer of magically enchanted mithril on top of the shield. This grants the shield an incredible resistance and invests it with great magical defences.
STATISTICS:
Armor Class Bonus: 5
Improved mantle once per day
+1 to all saving throws
25% fire, cold and lightning resistance
Weight: 5
Requires: 12 Strength
Not Usable By:
Bard
Druid
Mage
Thief
Monk~
// -----------------------
// Titanium Splint Mail +5
// -----------------------
@151 = ~Titanium Splint Mail +5~
@152 = ~This splint mail has been forged from titanium reinforced steel, an extremly rare and powerful alloy that can be quite easily enchanted. This armour has definitly been enhanced with very powerful magics, and provides better protection than full plate armours, while remaining reasonably light.
STATISTICS:
Armor Class: -1
Weight: 18
Requires: 13 Strength
Not Usable By:
Bard
Druid
Mage
Thief~
// --------------------------
// Armor of the Frozen Plains
// --------------------------
@153 = ~Armor of the Frozen Plains~
@154 = ~This splint mail is a quality armour that was originally forged by dwarven armorsmiths, since it is engraved with dwarven runes. At a later point, additional enchantments were done by a shaman of the frozen lands, in order to bestow the armour's wearer with increased speed and resistance to the artic temperatures of his lands.
STATISTICS:
Armor Class: 1
+35% cold resistance
+1 movement modifier
Weight: 12
Requires: 10 Strength
Not Usable By:
Bard
Druid
Mage
Thief~
// --------------------
// Great Wyrm Scalemail
// --------------------
@155 = ~Great Wyrm Scalemail~
@156 = ~This scale mail armour has been created using the scales of a great wyrm, which made it extremely resistant. It therefore provides protection close to the best full plate armours. It has furthermore been enchanted to provide extra awareness for its wearer, thus making it immune to backstabbing.
STATISTICS:
Armor Class: 0
Immunity to backstab
Weight: 10
Requires: 8 Strength
Not Usable By:
Bard
Druid
Mage
Thief~
// --------------------
// Spear of the Phoenix
// --------------------
@157 = ~Spear of the Phoenix~
@158 = ~This spear has been reforged from its two parts by the Trademeet's blacksmith. The ivory shaft is engraved with various runes of power that infused the spear with the essence of a Phoenix, thus granted it special powers linked to Fire. The tip of the spear has been skillfully set upon the shaft and is sculpted from dark obsidian.
STATISTICS
Equipped abilities:
+1 dexterity
+50% fire resistance
Fireball twice per day
THAC0: +4 bonus
Damage: 1D6 +4, +2D4 fire damage
Damage type: piercing
Weight: 3
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
Monk~
// ----------------
// Spear of Balance
// ----------------
@159 = ~Spear of Balance~
@160 = ~Originally blessed by Silvanus for use of Druids, that spear has found its way to various wielders, but all of them have been truly neutral. The powers of the spear help its wielder to fight to perfect the Balance of the Realms, and it therefore provides additional bonuses against both Good and Evil.
STATISTICS
Equipped abilities:
Iron skins twice per day
THAC0: +3 bonus (+5 vs good or evil)
Damage: 1D6 +3 (+5 vs good or evil)
Damage type: piercing
Weight: 3
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Usable by:
True neutral aligned characters
Warriors
Druids
Bards~
// ------------------
// Enchanted Warspear
// ------------------
@161 = ~Enchanted Warspear~
@162 = ~Warspears are powerful weapons that can be used both as warlance from horseback and as heavy spear for infantry. They deal great amounts of damage, because the heavy shaft helps dealing powerful blows. This particular warspear has been further improved by placing magical enchantments over it, increasing its speed and accuracy.
STATISTICS
Equipped abilities:
+1/2 attack per round
THAC0: +4 bonus (+3 enchanted)
Damage: 2D6 +2
Damage type: piercing
Weight: 8
Speed Factor: 5
Proficiency Type: Spear
Type: 2-handed
Requires: 12 Strength
Not Usable By:
Cleric
Mage
Thief
Monk~
// -----------------
// Staff of Silvanus
// -----------------
@163 = ~Quarterstaff~
@164 = ~Staff of Silvanus~
@165 = ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.
STATISTICS:
Damage: 1D6
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength~
@166 = ~This holy staff has been blessed by Silvanus and is usually granted to his most devout followers in order to help them with their task of restoring balance in the world. The staff grants many powers, and is especially helpful to the druid to fight off wizards.
STATISTICS:
Damage: 1D6 + 3
THAC0 bonus: +3
Special:
+1 AC
+20% magic resistance
Insect plague once per day
Miscast magic once per day
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength
Usable by: Druids~
// -----------------
// Warstaff of Chaos
// -----------------
@167 = ~Warstaff of Chaos~
@168 = ~This heavy battlestaff is heavier than the average quarterstaff, but its great balance allow its wielder to use it as fast as a regular one, while dealing increased damage. The warstaff has been enchanted by a mage whom most people believe was mad. It is not entirely clear whether he had his full mental capacities, but if he did he created a very original item, for upon each hit, the magic in the warstaff will deliver a random effect.
STATISTICS:
Combat abilities: on each hit, a random effect occurs
Damage: 1D8 + 3
THAC0 bonus: +3
Damage type: crushing
Weight: 6
Speed Factor: 1
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength
Not Usable by:
Monks
Usable by:
Chaotic characters~
@169 = ~Damage Bonus~
// --------
// Defender
// --------
@170 = ~Defender~
@171 = ~Defender -- That quarterstaff has been enchanted to provide wizards with better defences, in order to provide them with the necessary time to cast their spells. This staff has a large arsenal of magical defensive enchantments, and a skilled wizard that uses it will be able to gather enough time to unleash his powerful spells and take down his enemies.
STATISTICS:
Equipped abilities:
+2 to Armor Class
+25% resistance to fire, cold, acid and electric damage
Mirror image twice per day
Stoneskin once per day
Damage: 1D6 + 1
THAC0 bonus: +1 (+3 enchanted)
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type: 2-handed
Requires: 5 Strength
Usable by:
Mages~
// ---------------
// Prismatic Sword
// ---------------
@172 = ~Prismatic Sword~
@173 = ~This sword was enchanted by a chaotic mage that had gotten slightly childish in his old age. He loved to create items that had weird behaviour, and the prismatic sword is one of his favorite creation.
STATISTICS:
THAC0: +3 bonus
Damage: 1D6 +1D6 random damage (fire, cold, acid, poison or electric)
Damage type: piercing
Weight: 2
Speed Factor: 2
Proficiency Type: Short Sword
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Druid
Cleric
Mage~
// -----------
// Backstabber
// -----------
@174 = ~Backstabber~
@175 = ~People living at the fringe of the laws do not bother much with rules and niceties. When they need to take down someone, they usually like it safe and quick, and hitting a target in the back is often the low-risk solution. That's why a weapon such as this short sword is particularly well regarded, for over its powerful basic enchantment, it provides with enhanced damage on backstab.
STATISTICS:
Equipped ability: adds x1 to backstab multiplier
THAC0: +3 bonus
Damage: 1D6 +3
Damage type: piercing
Weight: 2
Speed Factor: 2
Proficiency Type: Short Sword
Type: 1-handed
Requires: 5 Strength
Usable By:
Thieves
Neutral or Evil aligned characters ~
// -----------
// Soul Sipper
// -----------
@176 = ~Soul Sipper~
@177 = ~This extremely powerful blade was once the sword of a great human paladin who was betrayed by one of his close friend. With his last breath, he cursed the weapon so that the renegade would not profit from the blade, and the curse proved potent since the blade basically drained his life away.
STATISTICS:
Combat abilities: on each hit, 10% chance of 10 additional magic damage on target, but meanwhile the wielder is drained of 5 hit points
THAC0: +4
Damage: 2D4+4
Weight: 8
Speed Factor: 4
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Usable by:
Warriors
Bards~
// -------------
// Light Bringer
// -------------
@178 = ~Light Bringer~
@179 = ~This bastard sword is a great work of craftsmanship, it is made of the best of steel and has been engraved with beautiful runes. The blade has afterwards been blessed by priests, granted it divine properties. Only those of good intent can wield the blade, for the magic it has is aimed at fighting off Evil.
STATISTICS:
Equipped abilities:
Protection from evil 10' radius 3 times per day
False dawn once per day
THAC0: +3, +6 vs evil creatures
Damage: 2D4+3, +6 vs evil creatures
Weight: 10
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Usable by:
Good aligned characters
Warriors
Bards~
// -----------------
// Ancient Wakizashi
// -----------------
@180 = ~Ancient Wakizashi~
@181 = ~This blade once was in possession of the greatest warrior of Kara-Tur. After being lost for centuries, it somehow has surfaced in the Realms, and no one can figure how the weapon crossed planes. Yet, it has retained it's magical properties and is a fearsome weapon.
STATISTICS:
Combat abilities:
If the target is a wizard, each hit will drain a spell from his memory.
Each hit also has a 20% chance to make the target lose heart and fail morale.
Equipped abilities: Wielder is immune to backstab.
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed
Requires: 10 Strength
Usable By:
Thieves
Monks
Rangers~
// ---------
// Mage Bane
// ---------
@182 = ~Mage Bane~
@183 = ~This scimitar was originally forged by a drow weaponsmith in order to provide drow raiders with weapons that would resist to the sunlight. It is therefore not made of adamantite, but from elven steel. However, the scimitar was looted from a raiding party that got destroyed by surface elves, and an elven enchanter used it as a basis to create a powerful artefact specifically designed to take down drow mages. This proved unfortunate though, because the weapon got stolen by a thief that used it to kill the elven mage when he got caught stealing.
STATISTICS:
Combat abilities: 10% chance on each hit to silence the target for 3 rounds
Equipped abilities:
+25% magic resistance
+2 save vs spells
THAC0: +2 bonus (+5 enchanted)
Damage: 1D8 +3
Damage type: slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Clerics
Mages~
// ------------
// Silent Death
// ------------
@184 = ~Silent Death~
@185 = ~Silent death is a rare weapon, for katana are notoriously hard to enchant, and that particular weapon has been bestowed great powers. The blade has been forged with a special alloy which composition has been lost centuries ago, and enchanted with spells aimed at keeping its wielder stealthy.
STATISTICS:
Equipped abilities:
+20% move silently
Non-detection twice per day
Improved invisibility once per day
THAC0: +3 bonus
Damage: 1D10 +3
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Usable By:
Rangers
Monks
Thieves~
Edited by cirerrek, 02 April 2006 - 04:48 PM.