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AEGIS2
Aegis-fang +3
This weapon was made specifically for Wulfgar by Bruenor Battlehammer, and the strongest of its enchantments only function while in the young warrior's hands. Anyone else wields Aegis-Fang as a war hammer +3.

STATISTICS:

THAC0: +3
Damage: 2d4+3 (crushing)
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed
Requires:
 18 Strength

Weight: 3
This weapon was made specifically for Wulfgar by Bruenor Battlehammer, and the strongest of its enchantments only function while in the young warrior's hands. Anyone else wields Aegis-Fang as a war hammer +3.

PARAMÈTRES : 

TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 18
AMSOUL01
Malla's Soul Stone
The small star sapphire gem that holds the soul of the innocent young woman, Malla, has the magical ability to float about the forehead and act as an ioun stone of considerable power. Only those of little conscience would consider using this device, however.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Constitution: +1

Charge abilities:
– Neutralize Poison once per day
  Special: Heals 10 Hit Points and cures poison, disease, deafness, and blindness
  Range: 10 ft.
  Area of Effect: 1 creature

Weight: 2
The small star sapphire gem that holds the soul of the innocent young woman, Malla, has the magical ability to float about the forehead and act as an ioun stone of considerable power. Only those of little conscience would consider using this device, however.

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : +1
- Constitution : +1

Capacités de charge : 
- Neutralize Poison (1 fois par jour)

Poids : 2
AMUL01
The One Gift Lost
Necklace of Missiles: The One Gift Lost
The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. 

STATISTICS:

Charge abilities:
– Missile Blast
  Damage: 6d6 fire (Save vs. Spell for half)
  Range: 50 ft.
  Area of Effect: 15-ft. radius

Weight: 1
Necklace of Missiles: The One Gift Lost
The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. 

PARAMÈTRES : 

Capacités de charge : 
- Inflige 6d6 points de dégâts de feu supplémentaires (jet de sauvegarde contre les sorts pour éviter) (25 charges, l'objet est détruit quand toutes les charges sont utilisées)

Poids : 1
AMUL14
The Protector +1
Amulet of Protection +1: The Protector
The royal guard of King Pyronan, ruler of Impiltur, were given the Protector as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go. After years of internal hostility, the item was lost and the guards replaced by less greedy individuals.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 1
Amulet of Protection +1: The Protector
The royal guard of King Pyronan, ruler of Impiltur, were given the Protector as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go. After years of internal hostility, the item was lost and the guards replaced by less greedy individuals.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1

Poids : 1
AMUL15
Shield Amulet
This amulet can be activated by a simple command word and a touch, with each use acting as one charge. The effect is a duplication of the 1st-level wizard spell Shield. For the duration of the spell, the wearer will have a base Armor Class of 4 and a further +2 Armor Class bonus vs. missiles. The wearer also becomes immune to the spell Magic Missile for the duration. This is cumulative with any modifiers due to shields and magical devices.

STATISTICS:

Charge abilities:
– Shield
  Armor Class: 4, +2 bonus vs. missile
  Immunity to Magic Missile
  Area of Effect: The wearer
  Duration: 1 hour

Weight: 1
This amulet can be activated by a simple command word and a touch, with each use acting as one charge. The effect is a duplication of the 1st-level wizard spell Shield. For the duration of the spell, the wearer will have a base Armor Class of 4 and a further +2 Armor Class bonus vs. missiles. The wearer also becomes immune to the spell Magic Missile for the duration. This is cumulative with any modifiers due to shields and magical devices.

PARAMÈTRES : 

Capacités de charge : 
- Shield (instantané) (comme un lanceur de sorts de niveau 1) (50 charges, l'objet est détruit quand toutes les charges sont utilisées)

Poids : 1
AMUL16
The Amplifier
Amulet of Metaspell Influence: The Amplifier
Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith, who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent, the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely.

STATISTICS:

Equipped abilities:
– Can memorize one extra 2nd-level wizard spell

Weight: 1
Amulet of Metaspell Influence: The Amplifier
Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith, who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent, the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort profane supplémentaire de niveau 2

Poids : 1
AMUL17
Greenstone Amulet
This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.)

STATISTICS:

Charge abilities:
– Immunity to charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind
  Duration: 1 turn

Weight: 1
This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.)

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (50 charges, l'objet est détruit quand toutes les charges sont utilisées)
  Le moral du porteur reste au plus haut pendant 1 tour
  Le moral du porteur reste au plus haut
  Immunité au sort Psionic Maze pendant 1 tour
  Immunité au sort Domination pendant 1 tour
  Immunité au sort Ego Whip pendant 1 tour
  Immunité au sort Ballistic Attack pendant 1 tour
  Immunité au sort Detonate pendant 1 tour
  Immunité au sort Psionic Blast pendant 1 tour
  Immunité au sort Psionic Domination pendant 1 tour
  Immunité à l'horreur
  Immunité à la peur pendant 1 tour
  Immunité à la panique pendant 1 tour
  Immunité à la détection de l'alignement pendant 1 tour
  Immunité à l'horreur pendant 1 tour
  Immunité à la débilité mentale pendant 1 tour
  Immunité à la confusion pendant 1 tour
  Immunité à la paralysie pendant 1 tour
  Immunité aux charmes pendant 1 tour
  Immunité au sommeil pendant 1 tour
  Immunité à l'étourdissement pendant 1 tour

Poids : 1
AMUL18
Wolfsbane Charm
A silver amulet containing powdered wolfsbane.

STATISTICS:

Equipped abilities:
– THAC0: +2 vs. lycanthropes
– Damage: +2 vs. lycanthropes

Weight: 3
A silver amulet containing powdered wolfsbane.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +2 contre les loups-garous
- Inflige +2 points de dégâts supplémentaires contre les loups-garous

Poids : 3
AMUL19
Amulet of 5% Magic Resistance
Commissioners working for the Athkatla city council often wear these amulets while searching for spell users. The amulet provides some small protection against devious mages who resist any efforts at being imprisoned or killed.

STATISTICS:

Equipped abilities:
– Magic Resistance: +5%

Weight: 3
Commissioners working for the Athkatla city council often wear these amulets while searching for spell users. The amulet provides some small protection against devious mages who resist any efforts at being imprisoned or killed.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +5 %

Poids : 3
AMUL20
Kaligun's Amulet of Magic Resistance
This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil, was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic, he wore this amulet into battle. Overconfident in the protection offered by this amulet, Kaligun finally died when he foolishly ambushed three high-level Red Wizards who lowered his Magic Resistance before destroying him with their spells.

STATISTICS:

Equipped abilities:
– Magic Resistance: +10%

Weight: 3
This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil, was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic, he wore this amulet into battle. Overconfident in the protection offered by this amulet, Kaligun finally died when he foolishly ambushed three high-level Red Wizards who lowered his Magic Resistance before destroying him with their spells.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +10 %

Poids : 3
AMUL21
Amulet of Power
This amulet bears the signature enchantments of Conster Damon, an archmage who fell in the Year of the Dracorage (1018 DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous, defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use and changed hands many times through blood and battle.

STATISTICS:

Equipped abilities:
– Vocalize
– Magic Resistance: +5%
– Immunity to level drain
– Decrease spellcasting time by 1

Weight: 3
This amulet bears the signature enchantments of Conster Damon, an archmage who fell in the Year of the Dracorage (1018 DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous, defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use and changed hands many times through blood and battle.

PARAMÈTRES : 

Capacités d'équipement : 
- Vitesse d'incantation : +1
- Résistance à la magie : +5 %
- Immunité au silence
- Immunité au drain de niveaux

Poids : 3
AMUL22
Periapt of Proof Against Poison
This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particular periapt when sampling their emperor's food.

STATISTICS:

Equipped abilities:
– Immunity to poison

Charge abilities:
– Cure Poison once per day
  Range: Touch
  Area of Effect: 1 creature

Weight: 1
This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particular periapt when sampling their emperor's food.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance aux poisons : +100 %
- Immunité aux poisons

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  Neutralisation des poisons
  Dessoûle la cible de manière permanente

Poids : 1
AMUL23
Periapt of Life Protection
A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: "Against Death we must all fail, but with this gem we may still prevail!"

STATISTICS:

Equipped abilities:
– Save vs. Death: +3

Weight: 3
A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: "Against Death we must all fail, but with this gem we may still prevail!"

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +3 contre la paralysie, la mort et les poisons

Poids : 3
AMUL24
Necklace of Form Stability
Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a mage named Maxell who had previously suffered such a fate. For his return, he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him.

STATISTICS:

Equipped abilities:
– Save vs. Polymorph: +5

Weight: 3
Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a mage named Maxell who had previously suffered such a fate. For his return, he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +5 contre la pétrification et la métamorphose

Poids : 3
AMUL25
Amulet of Spell Warding
A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting.

STATISTICS:

Equipped abilities:
– Save vs. Spell: +2

Weight: 3
A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +2 contre les sorts

Poids : 3
AMUL26
Amulet of Cheetah Speed
This amulet grants its wearer fleetness of foot. Not surprisingly, it is popular among fleeing felons, travelers, and cowards.

STATISTICS:

Equipped abilities:
– Movement rate increased by 2 (base is 9)

Charge abilities:
– Improved Haste once per day
  Duration: 23 rounds
  Area of Effect: The user

Weight: 2
This amulet grants its wearer fleetness of foot. Not surprisingly, it is popular among fleeing felons, travelers, and cowards.

PARAMÈTRES : 

Capacités d'équipement : 
- Vitesse de déplacement : +2

Capacités de charge : 
- Improved Haste (1 fois par jour)

Poids : 2
AMUL27
Amulet of Seldarine
A reward from the elven queen Ellesime for saving the Tree of Life, this amulet protects the wearer against all forms of enchantments and spells. 
 
STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Magic Resistance: +10%

Weight: 1
A reward from the elven queen Ellesime for saving the Tree of Life, this amulet protects the wearer against all forms of enchantments and spells. 
 
PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +1
- Résistance à la magie : +10 %

Poids : 1
AMUL28
Amulet of the Master Harper
This medallion is highly sought after by both thieves and bards, though for different reasons. In addition to providing powerful magical protection against physical attacks, the amulet increases the wearer's proficiency in several rogue skills. But even more valuable, from the bard's perspective, is the amulet's ability to grant the wearer immunity to all forms of silence. 
 
STATISTICS:

Equipped abilities:
– Armor Class: +3
– Open Locks: +20%
– Find Traps: +20%
– Immunity to silence

Weight: 3
This medallion is highly sought after by both thieves and bards, though for different reasons. In addition to providing powerful magical protection against physical attacks, the amulet increases the wearer's proficiency in several rogue skills. But even more valuable, from the bard's perspective, is the amulet's ability to grant the wearer immunity to all forms of silence. 
 
PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Crochetage de serrures : +20 %
- Détection/désamorçage des pièges : +20 %
- Immunité au silence

Poids : 3
AX1H02
Battle Axe +1
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Axe
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
AX1H03
Battle Axe of Mauletar +2
During the Tethyrian civil war, the Battle Axe of Mauletar was in the possession of the house of Ossyind. This noble family was betrayed while trying to flee the country, and Mauletar, lead guard and personal friend, took up the axe and sacrificed himself to buy enough time for his companions to flee. His battle cry was favored by the gods and was echoed across the lands as a symbol of devoted friendship and loyalty. Thus, the magical axe was used to uphold these virtues against those who lacked honor and courage.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 5
During the Tethyrian civil war, the Battle Axe of Mauletar was in the possession of the house of Ossyind. This noble family was betrayed while trying to flee the country, and Mauletar, lead guard and personal friend, took up the axe and sacrificed himself to buy enough time for his companions to flee. His battle cry was favored by the gods and was echoed across the lands as a symbol of devoted friendship and loyalty. Thus, the magical axe was used to uphold these virtues against those who lacked honor and courage.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Axe
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 10
AX1H05
Throwing Axe +2
This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6+3
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 3
This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style.

PARAMÈTRES : 

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2

Capacités de combat (Melee) : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2

Type de compétence : Axe
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 4
AX1H06
Throwing Axe +2
This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6+3
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 3
This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style.

PARAMÈTRES : 

Capacités de combat (au corps à corps) : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Tranchant
Facteur de vitesse : 2

Capacités de combat (à distance) : 
- Revient dans la main du lanceur
- Inflige 10 points de dégâts d'électricité supplémentaires
- Crée 25 "Throwing Axe +2" dans l'inventaire de la cible de manière permanente

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2

Type de compétence : Axe
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 4
AX1H07
Wizard Slayer
Bala's Axe: Wizard Slayer
Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race, he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day.

STATISTICS:

Combat abilities:
– Hit target is affected by Miscast Magic for 100 seconds (80% chance of spellcasting failure, Save vs. Spell at -2 negates)

Charge abilities:
– Dispel Magic once per day
  Range: 40 ft.
  Area of Effect: 15-ft. radius

Damage: 1d8 (slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 6
Bala's Axe: Wizard Slayer
Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race, he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day.

PARAMÈTRES : 

Capacités de charge : 
- Dispel Magic (instantané) (1 fois par jour)

Capacités de combat : 
- Provoque l'échec de 80 % des sorts divins incantés par la cible pendant 100 secondes (jet de sauvegarde à -2 contre les sorts pour éviter)
- Provoque l'échec de 80 % des sorts profanes incantés par la cible pendant 100 secondes (jet de sauvegarde à -2 contre les sorts pour éviter)

Dégâts : 1d8 
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Axe
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 10
AX1H08
Hangard's Axe +2
If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6+2
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 3
If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale.

PARAMÈTRES : 

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2

Capacités de combat (Melee) : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Tranchant
Facteur de vitesse : 2

Type de compétence : Axe
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 4
AX1H09
Rifthome Axe +3
This axe of hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerûn has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extraplanar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosy scholars. 

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +3
Damage: 1d6+3
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 1
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 2
This axe of hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerûn has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extraplanar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosy scholars. 

PARAMÈTRES : 

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1

Capacités de combat (Melee) : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Tranchant
Facteur de vitesse : 1

Type de compétence : Axe
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 4
AX1H10
Azuredge +3
Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown
– Undead must save vs. Death at -4 or be utterly destroyed

Damage: 1d6, 2d6+4 vs. undead
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 1
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 2
Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name.

PARAMÈTRES : 

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur
- Inflige 1d6 +4 points de dégâts de projectiles supplémentaires contre les morts-vivants
- Tue instantanément les morts-vivants (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
Dégâts : 1d6 
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1

Capacités de combat (Melee) : 
- Inflige 1d6 +4 points de dégâts tranchants supplémentaires contre les morts-vivants
- Tue instantanément les morts-vivants (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
Dégâts : 1d6 
Type de dégâts : Tranchant
Facteur de vitesse : 1

Type de compétence : Axe
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 4
AX1H11
Battle Axe +2
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 5
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Axe
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 10
AX1H12
Stonefire +3
The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately, they were decimated in 1150 DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing.

STATISTICS:

THAC0: +3 
Damage: 1d8+3, +2 fire damage
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately, they were decimated in 1150 DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 2 points de dégâts de feu supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Axe
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
AX1H13
Frostreaver +3
This was the axe of Illgarth, a frost giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims, Frostreaver was buried with him. 

STATISTICS:

THAC0: +3 
Damage: 1d8+3, +1 cold damage, +1 acid damage
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
This was the axe of Illgarth, a frost giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims, Frostreaver was buried with him. 

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts d'acide supplémentaires
- Inflige 1 points de dégâts de froid supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Axe
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
AX1H14
Axe of the Unyielding +3
This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. 

STATISTICS:

Equipped abilities: 
– Armor Class: +1
– Regenerate 1 HP/round

THAC0: +3 
Damage: 1d8+3 (slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Régénère 1 point de vie toutes les 6 secondes

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Axe
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
AX1H15
Axe of the Unyielding +5
Enhanced by the magic of the balor's claw, the Axe of the Unyielding is now the most fearsome of weapons—a vorpal-edged axe capable of severing an opponent's head with a single blow. 

STATISTICS:

Equipped abilities: 
– Armor Class: +1
– Constitution: +1
– Regenerate 3 HP/round

Combat abilities:
– 10% chance of decapitating opponent with each successful attack (Save vs. Death at -4 negates)

THAC0: +5 
Damage: 1d8+5 (slashing)
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 5
Enhanced by the magic of the balor's claw, the Axe of the Unyielding is now the most fearsome of weapons—a vorpal-edged axe capable of severing an opponent's head with a single blow. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Régénère 1 point de vie toutes les 2 secondes
- Constitution : +1

Capacités de combat : 
- 11 % de chance de tuer instantanément la cible (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +5
TAC0 : +5
Dégâts : 1d8 +5
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Axe
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 10
AX1H16
K'logarath +4
The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. 

STATISTICS:

Combat abilities: 
– Returns to the wielder's hand when thrown
– Hit target must save vs. Death or be knocked down and take 2d6 extra damage

THAC0: +4
Damage: 1d6+4
Damage type (melee): slashing
Damage type (thrown): missile
Speed Factor: 0
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 1
The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. 

PARAMÈTRES : 

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur
- Inflige 2d6 points de dégâts contondants supplémentaires (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- Endort la cible pendant 3 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- Renverse et sonne la cible pendant 2 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0

Capacités de combat (Melee) : 
- Inflige 2d6 points de dégâts contondants supplémentaires (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- Endort la cible pendant 3 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- Renverse et sonne la cible pendant 2 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Tranchant
Facteur de vitesse : 0

Type de compétence : Axe
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 4
AX1H17
Battle Axe +3
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 4
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Axe
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 10
BDAMUL02
Archer's Eyes
The pair of eyes that form the charm of this amulet are old and petrified, and the numbers "331" are engraved on their sides. Rumor has it that the eyes' original owner was a blind warrior noted for his uncanny accuracy with a bow. The amulet seems to bestow some of these traits on its wearer.

STATISTICS:

Equipped abilities:
– Chance to score a critical hit: +5% (ranged attacks only)
– Dexterity: +1 (+2 for Archers)

Weight: 1
The pair of eyes that form the charm of this amulet are old and petrified, and the numbers "331" are engraved on their sides. Rumor has it that the eyes' original owner was a blind warrior noted for his uncanny accuracy with a bow. The amulet seems to bestow some of these traits on its wearer.

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : +1 (uniquement pour les Archer)
- Dextérité : +1
- Chance d'infliger un coup critique : +5 %

Poids : 1
BDAMUL26
Heart of the Mountain
During a skirmish between a powerful water elemental and a powerful earth elemental, a tiny fragment of the latter broke off. An orc fleeing the site of the battle snatched the fragment up as she ran. This she gave to her tribe's shaman, who immediately recognized its power and fashioned it into an amulet. 

The Heart of the Mountain is of particular use to those who do the Ghost Dance. Such folk dwell at least partly in the realm of the spirits; the amulet forges a stronger connection 'twixt them and the earth, lending its wearer strength in the face of physical adversity.

STATISTICS:

Equipped abilities: 
– Armor Class: +2
– Summoned spirits gain +10 Hit Points

Weight: 0
During a skirmish between a powerful water elemental and a powerful earth elemental, a tiny fragment of the latter broke off. An orc fleeing the site of the battle snatched the fragment up as she ran. This she gave to her tribe's shaman, who immediately recognized its power and fashioned it into an amulet. 

The Heart of the Mountain is of particular use to those who do the Ghost Dance. Such folk dwell at least partly in the realm of the spirits; the amulet forges a stronger connection 'twixt them and the earth, lending its wearer strength in the face of physical adversity.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Poids : 0
BDBELT02
Belt of the Skillful Blade
A blacksmith in Cormyr is responsible for designing this item. Say'an Keenedge was renowned for designing the sharpest, best balanced, and most beautiful blades in the country. She was also a bit of a hothead and grew furious when she saw less-skilled fighters wielding her weapons. For her finest work she handed out one of these belts free with purchase, in order that her weapons never be mishandled.

STATISTICS:

Equipped abilities:
– Slashing Damage: +10% bonus
– THAC0: +2 bonus with the off hand (Blades and Swashbucklers only)

Weight: 2
A blacksmith in Cormyr is responsible for designing this item. Say'an Keenedge was renowned for designing the sharpest, best balanced, and most beautiful blades in the country. She was also a bit of a hothead and grew furious when she saw less-skilled fighters wielding her weapons. For her finest work she handed out one of these belts free with purchase, in order that her weapons never be mishandled.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 de la main secondaire : +2 (uniquement pour les Blade)
- TAC0 de la main secondaire : +2 (uniquement pour les Swashbuckler)
- Dégâts tranchants : +10 %

Poids : 2
BDDART01
Biter +2
This dart gleams like a streak of light when flying through the air. When it hits its target, it releases a tiny acid droplet before soaring back to the hand that threw it. Sometimes the acid manages to burn a hole in the target's armor.

STATISTICS:

Combat abilities:
– 10% chance per hit of penalizing the target's Armor Class by 1 for 1 turn (Save vs. Breath negates)
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d3+2 (missile), +1 acid
Speed Factor: 0
Proficiency Type: Dart
Type: One-handed

Weight: 0
This dart gleams like a streak of light when flying through the air. When it hits its target, it releases a tiny acid droplet before soaring back to the hand that threw it. Sometimes the acid manages to burn a hole in the target's armor.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Capacités de combat : 
- Revient dans la main du lanceur
- Inflige 1 points de dégâts d'acide supplémentaires
- 11 % de chance de modifier la classe d'armure de la cible de -1 pendant 1 tour (jet de sauvegarde contre les souffles pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d3 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
BDHAMM02
Voidhammer +3
To all appearances a standard war hammer, one lingering long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this hammer has several voidstone shards worked into its metal head. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this normally devastating weapon.

STATISTICS:

Equipped abilities:
– Strength: -1

Combat abilities:
– The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates)
– Does no damage to the undead
– Bonuses to hit and damage based on strength do not apply to this weapon

THAC0: +3
Damage: 1d4+4 (magic)
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 4
To all appearances a standard war hammer, one lingering long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this hammer has several voidstone shards worked into its metal head. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this normally devastating weapon.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : -1

Capacités de combat : 
- Inefficace contre les morts-vivants pendant 1 seconde
- Inflige 1d4 +4 points de dégâts magiques supplémentaires

Enchantement : +3
TAC0 : +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 9
BDHELM09
Helmet of Dumathoin
A glittering green jewel adorns this battered metal helm infused with the power of the dwarven god Dumathoin.

STATISTICS:

Equipped abilities:
– Physical Damage Resistance: +3%
– Constitution: +1 (+2 for dwarves)
– Protects against critical hits

Weight: 1
A glittering green jewel adorns this battered metal helm infused with the power of the dwarven god Dumathoin.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Constitution : +1 (uniquement pour les nains)
- Constitution : +1
- Résistance aux dégâts tranchants : +3 %
- Résistance aux dégâts contondants : +3 %
- Résistance aux dégâts perforants : +3 %
- Résistance aux dégâts de projectiles : +3 %

Poids : 1
BDHELM16
Circlet of Lost Souls
Adventurers delving in a tomb centuries ago were set upon by ghosts and spectres when they entered the central crypt. The adventurers fought bravely but, one by one, they fell to the ghosts' attacks. Years later, the daughter of one of the adventurers hired a team to delve into the tomb and recover the bodies. The daughter told her group not to disturb anything but the dead adventurers they had come to collect, and the spirits of the tomb let them be. The woman kept her dead father's circlet as a memento of his bravery.

STATISTICS:

Equipped abilities:
– THAC0: +2
– Caster Level: +1
– Summoned spirits are constantly under the effects of the Bless spell

Weight: 1
Adventurers delving in a tomb centuries ago were set upon by ghosts and spectres when they entered the central crypt. The adventurers fought bravely but, one by one, they fell to the ghosts' attacks. Years later, the daughter of one of the adventurers hired a team to delve into the tomb and recover the bodies. The daughter told her group not to disturb anything but the dead adventurers they had come to collect, and the spirits of the tomb let them be. The woman kept her dead father's circlet as a memento of his bravery.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +2
- Niveau de lanceur de sorts divins : Passe à 1

Poids : 1
BDROBE05
Robe of Red Flames
This heavy crimson robe trimmed in gold signifies the importance of the wearer. Once the property of Edwin Odesseiron, Red Wizard of Thay, the robe was designed to further enhance his already significant magical prowess. Anyone who dons the Robe of Red Flames will deal additional damage whenever they use fire-based magic and will be less likely hurt by it.

STATISTICS:

Equipped abilities:
– Fire Resistance: +30%
– All fire damage inflicted by the wearer is increased by 10%

Weight: 4
This heavy crimson robe trimmed in gold signifies the importance of the wearer. Once the property of Edwin Odesseiron, Red Wizard of Thay, the robe was designed to further enhance his already significant magical prowess. Anyone who dons the Robe of Red Flames will deal additional damage whenever they use fire-based magic and will be less likely hurt by it.

PARAMÈTRES : 

Capacités d'équipement : 
- Dégâts de feu : +10 %
- Résistance au feu : +30 %

Poids : 4
BDSHLD01
Buckler of the Fist +2
Members of the Flaming Fist mercenary company that serves Baldur's Gate and surrounding areas often carry these bucklers. A red flame emblazoned on the front of the shining bucklers clearly identifies the bearer's loyalty. Experienced Flaming Fist members often have their shields enchanted.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile and piercing attacks
– Immunity to Hold Person

Requires:
 4 Strength

Weight: 1
Members of the Flaming Fist mercenary company that serves Baldur's Gate and surrounding areas often carry these bucklers. A red flame emblazoned on the front of the shining bucklers clearly identifies the bearer's loyalty. Experienced Flaming Fist members often have their shields enchanted.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -3 contre les armes perforantes
- Classe d'armure : -3 contre les projectiles
- Classe d'armure : +3
- Immunité au sort Hold Person

Poids : 1

Nécessite : 
- Force : 4
BDSW1H06
Voidsword +3
To all appearances a standard long sword, one standing long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this sword has several voidstone shards worked into the metal of the blade. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this blade.

STATISTICS:

Equipped abilities:
– Strength: -1

Combat abilities:
– The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates)
– Does no damage to the undead
– Bonuses to hit and damage based on strength do not apply to this weapon

THAC0: +3
Damage: 1d8+3 (magic)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
To all appearances a standard long sword, one standing long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this sword has several voidstone shards worked into the metal of the blade. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this blade.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : -1

Capacités de combat : 
- Inefficace contre les morts-vivants pendant 1 seconde
- Inflige 1d8 +3 points de dégâts magiques supplémentaires

Enchantement : +3
TAC0 : +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
BDSW2H01
Dragon Blade +3
A silver dragon with sapphire eyes curls around the hilt of this powerful two-handed sword. It is said that a legendary Rashemi warrior was given the sword for demonstrating exceptional valor in battle where he fought side by side with a silver dragon but the details of the tale have been lost to time. 

STATISTICS:

Equipped abilities:
– While enraged, the chance to score a critical hit is increased by 10% (Berserkers, Barbarians and Rashemi warriors only)

Combat abilities:
– Deals an extra 2d4 points of cold damage and slows the target for 1 round (no save) on a critical hit

THAC0: +3
Damage: 1d10+3, +1 cold
Damage Type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
A silver dragon with sapphire eyes curls around the hilt of this powerful two-handed sword. It is said that a legendary Rashemi warrior was given the sword for demonstrating exceptional valor in battle where he fought side by side with a silver dragon but the details of the tale have been lost to time. 

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
BELT02
Golden Girdle of Urnst
Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type.

STATISTICS:

Equipped abilities:
– Armor Class: +3 vs. slashing attacks

Weight: 2
Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes

Poids : 2
BELT03
Destroyer of the Hills
Girdle of Bluntness: Destroyer of the Hills
Having lost friends and loved ones to a series of raids by hill giants, Garrar the Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single-handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands—lands that lacked a similar champion and did not fare as well.

STATISTICS:

Equipped abilities:
– Armor Class: +4 vs. crushing attacks

Weight: 2
Girdle of Bluntness: Destroyer of the Hills
Having lost friends and loved ones to a series of raids by hill giants, Garrar the Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single-handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands—lands that lacked a similar champion and did not fare as well.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4 contre les armes contondantes

Poids : 2
BELT04
Elves' Bane
Girdle of Piercing: Elves' Bane
An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance, he continually used the wood to escape the law—and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit traps and starvation proved a slower, but effective, substitution.

STATISTICS:

Equipped abilities:
– Armor Class: +3 vs. missile and piercing attacks

Weight: 2
Girdle of Piercing: Elves' Bane
An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance, he continually used the wood to escape the law—and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit traps and starvation proved a slower, but effective, substitution.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes

Poids : 2
BELT05
Girdle of Gender
The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover.

STATISTICS:

Equipped abilities:
– Changes the wearer's gender
– May only be removed with a Remove Curse spell

Weight: 2
The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Inverse le sexe du porteur

Poids : 2
BELT06
Girdle of Hill Giant Strength
This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason.

STATISTICS:

Equipped abilities:
– Strength: 19

Weight: 2
This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 19

Poids : 2
BELT07
Girdle of Stone Giant Strength
As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den, the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock-throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away.

STATISTICS:

Equipped abilities:
– Strength: 20

Weight: 2
As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den, the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock-throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 20

Poids : 2
BELT08
Girdle of Frost Giant Strength
This belt is actually the woven hair from a frost giant's beard. When worn, the belt greatly increases the wearer's Strength, making  as strong as a frost giant.

STATISTICS:

Equipped abilities:
– Strength: 21

Weight: 2
This belt is actually the woven hair from a frost giant's beard. When worn, the belt greatly increases the wearer's Strength, making  as strong as a frost giant.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 21

Poids : 2
BELT09
Girdle of Fortitude
This girdle greatly increases the wearer's Constitution. King Violos used it when leading an expedition against marsh trolls. He'd been severely sickened the past winter and was no longer the healthy man he once was. The belt gave extra years to his life and inspired his men to renew their confidence in their king once more.

STATISTICS:

Charge abilities:
– Set Constitution to 18 once per day
  Duration: 8 hours

Weight: 2
This girdle greatly increases the wearer's Constitution. King Violos used it when leading an expedition against marsh trolls. He'd been severely sickened the past winter and was no longer the healthy man he once was. The belt gave extra years to his life and inspired his men to renew their confidence in their king once more.

PARAMÈTRES : 

Capacités de charge : 
- Constitution : Passe à 18 pendant 8 heures (1 fois par jour)

Poids : 2
BELT10
Belt of Inertial Barrier
When worn, this belt creates a dense curtain of air around the wearer. This curtain or barrier provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon.

STATISTICS:

Equipped abilities:
– Save vs. Breath: +5
– Resistance to Missile Damage: +25%
– Resistance to Magic Damage: +50%

Weight: 2
When worn, this belt creates a dense curtain of air around the wearer. This curtain or barrier provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +5 contre les souffles
- Résistance aux dégâts magiques : +50 %
- Résistance aux dégâts de projectiles : +25 %

Poids : 2
BELT11
Girdle of Fire Giant Strength
This belt is actually the woven hair from a fire giant's beard. When worn, the belt greatly increases the wearer's strength. 

STATISTICS:

Equipped abilities:
– Strength: 22

Weight: 2
This belt is actually the woven hair from a fire giant's beard. When worn, the belt greatly increases the wearer's strength. 

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 22

Poids : 2
BELT12
Holy Symbol of Lathander
Only the most worthy and devoted servants of the Dawnbringer are granted these powerful holy symbols. 

STATISTICS:

Equipped abilities:
– Strength: +1
– Magic Resistance: +5%
– Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0
Only the most worthy and devoted servants of the Dawnbringer are granted these powerful holy symbols. 

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 0
BELT13
Holy Symbol of Helm
Only the most worthy and devoted servants of the Watcher are granted these powerful holy symbols.

STATISTICS:

Equipped abilities:
– Strength: +1
– Magic Resistance: +5%
– Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0
Only the most worthy and devoted servants of the Watcher are granted these powerful holy symbols.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 0
BELT14
Holy Symbol of Talos
Only the most worthy and devoted servants of the Storm Lord are granted these powerful holy symbols.

STATISTICS:

Equipped abilities:
– Strength: +1
– Magic Resistance: +5%
– Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0
Only the most worthy and devoted servants of the Storm Lord are granted these powerful holy symbols.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 0
BELTBW
Holy Symbol of Baervan Wildwanderer
Only the most worthy and devoted servants of the Forest Gnome are granted these powerful holy symbols.

STATISTICS:

Equipped abilities:
– Strength: +1
– Magic Resistance: +5%
– Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0
Only the most worthy and devoted servants of the Forest Gnome are granted these powerful holy symbols.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 0
BELTSH
Holy Symbol of Shar
Only the most worthy and devoted servants of the Mistress of the Night are granted these powerful holy symbols.

STATISTICS:

Equipped abilities:
– Strength: +1
– Magic Resistance: +5%
– Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0
Only the most worthy and devoted servants of the Mistress of the Night are granted these powerful holy symbols.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 0
BELTTY
Holy Symbol of Tyr
Only the most worthy and devoted servants of the Maimed God are granted these powerful holy symbols.

STATISTICS:

Equipped abilities:
– Strength: +1
– Magic Resistance: +5%
– Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0
Only the most worthy and devoted servants of the Maimed God are granted these powerful holy symbols.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 0
BLUN03
Flail +1
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder.

STATISTICS:

THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 13
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 13

Nécessite : 
- Force : 13
BLUN05
Mace +1
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light as it sits atop a polished oak shaft.

STATISTICS:

THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 8
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light as it sits atop a polished oak shaft.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Mace
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 10
BLUN07
Morning Star +1
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold.

STATISTICS:

THAC0: +1
Damage: 2d4+1 (crushing)
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 10
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 2d4 +1
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 11
BLUN09
Kiel's Morning Star +3
This is the morning star of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted.

STATISTICS:

Special:
– Causes the wielder to go berserk
– May only be removed with a Remove Curse spell

THAC0: +3
Damage: 2d4+3 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 10 Strength

Weight: 10
This is the morning star of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Provoque la folie du berserker chez le porteur

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 10
BLUN10
The Root of the Problem +1
This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims of this age were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers.

STATISTICS:

THAC0: +1, +3 vs. unnatural creatures
Damage: 1d6+1, +3 vs. unnatural creatures, +1 acid damage
Damage type: Crushing
Speed Factor: 3
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims of this age were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +3 contre les morts-vivants
- Enchantement : +3 contre les monstres
- Enchantement : +3 contre les géants
- TAC0 : +2 contre les géants
- TAC0 : +2 contre les morts-vivants
- TAC0 : +2 contre les monstres

Capacités de combat : 
- Inflige 2 points de dégâts contondants supplémentaires contre les géants
- Inflige 2 points de dégâts contondants supplémentaires contre les morts-vivants
- Inflige 2 points de dégâts contondants supplémentaires contre les monstres
- Inflige 1 points de dégâts d'acide supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Club
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
BLUN11
Krotan's Skullcrusher +2
Even the hordes have their heroes, and while they are vilified in civilized company, their deeds are sometimes impressive nonetheless. Krotan was an exceptionally intelligent orc, as far as orcs go, who commanded an ever-shifting legion of ogres, orcs, hobgoblins, and other assorted beasties during the Year of the Lost Lady, 1241 DR. It was in this year that a group of orc bandits allegedly kidnapped and killed a Tethyrian noblewoman, and the response from authorities was a genocidal slaughter of orcs throughout the south in her memory. Krotan mounted a defense that ensured his people were not entirely destroyed; though they were displaced. Krotan himself fell near the end of the conflict, and his head was mounted outside the graveyard where the young lady was buried. As a point of interest, orcs called this time the "Year of Pushing Too Far."

STATISTICS:

THAC0: +2
Damage: 1d6+3
Damage type: Crushing
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 7
Even the hordes have their heroes, and while they are vilified in civilized company, their deeds are sometimes impressive nonetheless. Krotan was an exceptionally intelligent orc, as far as orcs go, who commanded an ever-shifting legion of ogres, orcs, hobgoblins, and other assorted beasties during the Year of the Lost Lady, 1241 DR. It was in this year that a group of orc bandits allegedly kidnapped and killed a Tethyrian noblewoman, and the response from authorities was a genocidal slaughter of orcs throughout the south in her memory. Krotan mounted a defense that ensured his people were not entirely destroyed; though they were displaced. Krotan himself fell near the end of the conflict, and his head was mounted outside the graveyard where the young lady was buried. As a point of interest, orcs called this time the "Year of Pushing Too Far."

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Mace
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
BLUN12
Mace of Disruption +1
This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians.

STATISTICS:

Combat abilities: 
– Undead must save vs. Death at -4 or be utterly destroyed

THAC0: +1 (strikes as a +3 weapon)
Damage: 1d6+2, 2d6+4 vs. undead
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 8
This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1d6 +2 points de dégâts contondants supplémentaires contre les morts-vivants
- Tue instantanément les morts-vivants (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Mace
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 10
BLUN13
Flail +2
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced.

STATISTICS:

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 12
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 12

Nécessite : 
- Force : 13
BLUN14
Flail of Ages +3
This flail has been in the care of Lord de'Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord de'Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt, the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, "losing" it again and again. Powerful items gravitate toward powerful people, and powerful people yield the most glorious battles.

STATISTICS:

Combat abilities:
– 33% chance of slowing target for 20 seconds

THAC0: +3
Damage: 1d6+4, +1 acid damage, +1 cold damage, +1 fire damage
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 10
This flail has been in the care of Lord de'Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord de'Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt, the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, "losing" it again and again. Powerful items gravitate toward powerful people, and powerful people yield the most glorious battles.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires
- Inflige 1 points de dégâts de feu supplémentaires
- Inflige 1 points de dégâts d'acide supplémentaires
- 34 % de chance d'infliger lenteur à la cible pendant 20 secondes

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 13
BLUN14D
Flail of Ages +2
This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

STATISTICS:

THAC0: +2
Damage: 1d6+3, +1 fire damage, +1 cold damage
Damage type: Crushing
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 10
This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires
- Inflige 1 points de dégâts de feu supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 13
BLUN14E
Flail of Ages +2
This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

STATISTICS:

THAC0: +2
Damage: 1d6+3, +1 acid damage, +1 cold damage
Damage type: Crushing
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 10
This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires
- Inflige 1 points de dégâts d'acide supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 13
BLUN14F
Flail of Ages +2
This two-headed flail causes fire and acid damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

STATISTICS:

THAC0: +2
Damage: 1d6+3, +1 fire damage, +1 acid damage
Damage type: Crushing
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 10
This two-headed flail causes fire and acid damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de feu supplémentaires
- Inflige 1 points de dégâts d'acide supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 13
BLUN14G
Flail of Ages +1
This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful.

STATISTICS:

THAC0: +1
Damage: 1d6+2, +1 cold damage
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 10
This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 13
BLUN14H
Flail of Ages +1
This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful.

STATISTICS:

THAC0: +1
Damage: 1d6+2, +1 fire damage
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 10
This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de feu supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 13
BLUN14I
Flail of Ages +1
This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful.

STATISTICS:

THAC0: +1
Damage: 1d6+2, +1 acid damage
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 10
This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts d'acide supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 13
BLUN15
Morning Star +2
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind.

STATISTICS:

THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 9
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
BLUN16
The Sleeper +2
This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarven, and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune.

STATISTICS:

Combat abilities:
– Any human or demihuman, excluding elves, hit by the Sleeper must save vs. Poison with a +4 bonus or fall asleep for 3 rounds

THAC0: +2
Damage: 2d4 +2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 9
This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarven, and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune.

PARAMÈTRES : 

Capacités de combat : 
- Endort les gnomes pendant 3 rounds (jet de sauvegarde à +4 contre la paralysie, la mort et les poisons pour éviter)
- Endort les petite-personnes pendant 3 rounds (jet de sauvegarde à +4 contre la paralysie, la mort et les poisons pour éviter)
- Endort les nains pendant 3 rounds (jet de sauvegarde à +4 contre la paralysie, la mort et les poisons pour éviter)
- Endort les humains pendant 3 rounds (jet de sauvegarde à +4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
BLUN17
Wyvern's Tail +2
The large spike at the head of this morning star is actually the lethal stinger of a wyvern. The fighter/mage Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon that pulses with life in the hands of its wielder.
 
STATISTICS:

Combat abilities:
– Hit target must save vs. Poison or take 5 Hit Points of poison damage

THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 9
The large spike at the head of this morning star is actually the lethal stinger of a wyvern. The fighter/mage Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon that pulses with life in the hands of its wielder.
 
PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Inflige 5 points de dégâts de poison supplémentaires (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
BLUN18
Skullcrusher +3
This mace is permanently bloodstained, a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record.

STATISTICS:

THAC0: +3
Damage: 1d6+4, +2 extra vs. humanoids
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 6
This mace is permanently bloodstained, a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 2 points de dégâts contondants supplémentaires contre les humanoïdes

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Mace
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 10
BLUN19
Mauler's Arm +2
Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after.

STATISTICS:

Equipped Ability:
– Strength: 18

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed

Weight: 7
Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 18

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Mace
Type : Arme à 1 main

Poids : 7
BLUN20
Ardulia's Fall +1
Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan.

STATISTICS:

Combat abilities:
– Hit target must save vs. Spell at +3 or be slowed for 2 rounds

THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 8
Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan.

PARAMÈTRES : 

Capacités de combat : 
- Classe d'armure de la cible : -4 pendant 2 rounds (jet de sauvegarde à +3 contre les sorts pour éviter)
- Réduit le TAC0 de la cible de 4 pendant 2 rounds (jet de sauvegarde à +3 contre les sorts pour éviter)
- Inflige lenteur à la cible pendant 2 rounds (jet de sauvegarde à +3 contre les sorts pour éviter)

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Mace
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 10
BLUN21
Mace +2
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of  hand.

STATISTICS:

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 7
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of  hand.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Mace
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
BLUN22
Blackblood +3
This oak club is coated with darkened, dried globs of a tar-like substance. During battle, this substance glows black with an inner light and becomes thick and fluid. When the club strikes an opponent, it delivers additional acid damage from the liquid splashing over the victim.

STATISTICS:

THAC0: +3
Damage: 1d6+3, +3 acid damage
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
This oak club is coated with darkened, dried globs of a tar-like substance. During battle, this substance glows black with an inner light and becomes thick and fluid. When the club strikes an opponent, it delivers additional acid damage from the liquid splashing over the victim.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 3 points de dégâts d'acide supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Club
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
BLUN23
Bone Club +2, +3 vs. undead
This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of the shaman's hatred would have served on its own. 

STATISTICS:

THAC0: +2, +3 vs. undead
Damage: 1d6+2, +3 vs. undead
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of the shaman's hatred would have served on its own. 

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +3 contre les morts-vivants
- TAC0 : +1 contre les morts-vivants

Capacités de combat : 
- Inflige 1 points de dégâts contondants supplémentaires contre les morts-vivants

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Club
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
BLUN24
Gnasher +2
Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests.

STATISTICS:

THAC0: +2
Damage: 1d6+2, slivers add 2 points piercing damage each round for 4 rounds
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 2 points de dégâts perforants supplémentaires après 3 rounds
- Inflige 2 points de dégâts perforants supplémentaires après 2 rounds
- Inflige 2 points de dégâts perforants supplémentaires après 1 round
- Inflige 2 points de dégâts perforants supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Club
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
BLUN25
Mace of Disruption +2
This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians.

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

STATISTICS:

Equipped abilities:
– Immunity to level drain

Combat abilities:
– Undead must save vs. Death at -4 or be utterly destroyed

THAC0: +2 (strikes as a +5 weapon)
Damage: 1d6+3, 2d6+4 vs. undead
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 8
This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians.

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

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au drain de niveaux

Capacités de combat : 
- Inflige 1d6 +1 points de dégâts contondants supplémentaires contre les morts-vivants
- Tue instantanément les morts-vivants (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +5
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Mace
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 10
BLUN26
Club of Detonation +3
This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast.

STATISTICS:

Combat abilities:
– 20% chance per hit target will take an additional 10 points of fire damage
– 7% chance per hit a 15-ft. radius fireball will automatically detonate (5d6 fire damage; Save vs. Spell for half)

THAC0: +3
Damage: 1d6+3, +3 fire damage
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 3 points de dégâts de feu supplémentaires
- 21 % de chance d'infliger 10 points de dégâts de feu supplémentaires
- 8 % de chance de lancer instantanément le sort Fireball sur la cible (comme un lanceur de sorts de niveau 1)

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Club
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
BLUN27
Club of Detonation +5
The enchantments from the ring of fire resistance makes the demon spirit trapped within this weapon easier to control—though the wrath of the creature may occasionally still be released without warning.

STATISTICS:

Combat abilities:
– 30% chance per hit target will take an additional 15 points of fire damage
– 5% chance per hit a 15-ft. radius fireball will automatically detonate (10d6 fire damage; Save vs. Spell for half)

THAC0: +5
Damage: 1d6+5, +5 fire damage
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 1
The enchantments from the ring of fire resistance makes the demon spirit trapped within this weapon easier to control—though the wrath of the creature may occasionally still be released without warning.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 5 points de dégâts de feu supplémentaires
- 31 % de chance d'infliger 15 points de dégâts de feu supplémentaires
- 6 % de chance de lancer instantanément le sort Fireball sur la cible (comme un lanceur de sorts de niveau 10)

Enchantement : +5
TAC0 : +5
Dégâts : 1d6 +5
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Club
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
BLUN28
Storm Star +3
This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded.

STATISTICS:

THAC0: +3
Damage: 1d6+4, +1d6 electrical damage
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 6
This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1d6 points de dégâts d'électricité supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Mace
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 10
BLUN29
Storm Star +5
Infused with the otherworldly starfall ore, the powers of this already formidable weapon are greatly enhanced.

STATISTICS:

Equipped abilities:
– Electrical Resistance: +20%

Combat abilities:
– 5% chance of casting Chain Lightning on target with each successful attack (10d6 electrical damage to all in path; Save vs. Spell for half)

THAC0: +5
Damage: 1d6+6, +1d6 electrical damage
Damage type: Crushing
Speed Factor: 2
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 4
Infused with the otherworldly starfall ore, the powers of this already formidable weapon are greatly enhanced.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à l'électricité : +20 %

Capacités de combat : 
- Inflige 1d6 points de dégâts d'électricité supplémentaires
- 6 % de chance de lancer instantanément le sort Chain Lightning sur la cible (comme un lanceur de sorts de niveau 15)

Enchantement : +5
TAC0 : +5
Dégâts : 1d6 +6
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Mace
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 10
BLUN30
Flail of Ages +5
With the addition of the fifth and final head to this weapon created by the evil rakshasa race, the true potential of the Flail of Ages is finally realized.

STATISTICS:

Equipped abilities:
– Magic Resistance: +5%
– Free Action

Combat abilities: 
– 33% chance each hit that target will be slowed for 20 seconds

THAC0: +5
Damage: 1d6+6, +2 acid damage, +2 cold damage, +2 fire damage, +2 poison damage, +2 electrical damage
Damage type: Crushing
Speed Factor: 2
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 8
With the addition of the fifth and final head to this weapon created by the evil rakshasa race, the true potential of the Flail of Ages is finally realized.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +5 %
- Immunité au sort Improved Haste
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au sort Haste
- Immunité à la paralysie
- Immunité à l'étourdissement
- Immunité aux effets affectant la mobilité
- Immunité aux toiles
- Immunité à la lenteur
- Immunité à la hâte
- Action libre de manière permanente

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Inflige 2 points de dégâts de poison supplémentaires
- Inflige 2 points de dégâts d'électricité supplémentaires
- Inflige 2 points de dégâts de froid supplémentaires
- Inflige 2 points de dégâts de feu supplémentaires
- Inflige 2 points de dégâts d'acide supplémentaires
- 34 % de chance d'infliger lenteur à la cible pendant 20 secondes

Enchantement : +5
TAC0 : +5
Dégâts : 1d6 +6
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 13
BLUN30C
Flail of Ages +4
This four-headed flail causes fire, cold, acid, and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful.

STATISTICS:

Combat abilities:
– 33% chance each hit that target will be slowed for 20 seconds

THAC0: +4
Damage: 1d6+5, +1 fire damage, +1 cold damage, +1 acid damage, +1 poison damage
Damage type: Crushing
Speed Factor: 3
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 9
This four-headed flail causes fire, cold, acid, and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Inflige 1 points de dégâts de poison supplémentaires
- Inflige 1 points de dégâts de froid supplémentaires
- Inflige 1 points de dégâts de feu supplémentaires
- Inflige 1 points de dégâts d'acide supplémentaires
- 34 % de chance d'infliger lenteur à la cible pendant 20 secondes

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +5
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 13
BLUN30D
Flail of Ages +4
This four-headed flail causes fire, cold, acid, and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful.

STATISTICS:

Combat abilities:
– 33% chance each hit that target will be slowed for 20 seconds

THAC0: +4
Damage: 1d6+5, +1 fire damage, +1 cold damage, +1 acid damage, +1 electrical damage
Damage type: Crushing
Speed Factor: 3
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 9
This four-headed flail causes fire, cold, acid, and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts d'électricité supplémentaires
- Inflige 1 points de dégâts de froid supplémentaires
- Inflige 1 points de dégâts de feu supplémentaires
- Inflige 1 points de dégâts d'acide supplémentaires
- 34 % de chance d'infliger lenteur à la cible pendant 20 secondes

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +5
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 13
BLUN31
Club +3
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 1
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Club
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
BLUN32
Flail +3
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced.

STATISTICS:

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 11
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 11

Nécessite : 
- Force : 13
BLUN33
Mace +3
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light as it sits atop a polished oak shaft. 

STATISTICS:

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 4
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 6
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light as it sits atop a polished oak shaft. 

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Mace
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 10
BLUN34
Morning Star +3
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind.

STATISTICS:

THAC0: +3
Damage: 2d4+3 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 8
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 11
BLUN35
Ice Star +4
The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%

THAC0: +4
Damage: 2d4+4, +1d4 cold damage
Damage type: Crushing
Speed Factor: 3
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 7
The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +20 %
- Résistance aux dégâts de feu magiques : +20 %

Capacités de combat : 
- Inflige 1d4 points de dégâts de froid supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 2d4 +4
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 11
BOOT01
The Paws of the Cheetah
Boots of Speed: The Paws of the Cheetah
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims, "You can hide, but you cannot run!"

STATISTICS:

Equipped abilities:
– Doubles movement rate

Weight: 4
Boots of Speed: The Paws of the Cheetah
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims, "You can hide, but you cannot run!"

PARAMÈTRES : 

Capacités d'équipement : 
- Vitesse de déplacement : +100 %

Poids : 4
BOOT02
Worn Whispers
Boots of Stealth: Worn Whispers
In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

STATISTICS:

Equipped abilities:
– Move Silently: +20%
– Hide In Shadows: +15%

Weight: 4
Boots of Stealth: Worn Whispers
In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

PARAMÈTRES : 

Capacités d'équipement : 
- Camouflage dans l'ombre : +15 %
- Furtivité : +20 %

Poids : 4
BOOT03
The Frost's Embrace
Boots of the North: The Frost's Embrace
Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, goddess of winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted Boots of the North. With them, he crossed the ice land in pursuit of his would-be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again.

STATISTICS:

Equipped abilities:
– Cold Resistance: +50%

Weight: 4
Boots of the North: The Frost's Embrace
Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, goddess of winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted Boots of the North. With them, he crossed the ice land in pursuit of his would-be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au froid : +50 %

Poids : 4
BOOT04
Senses of the Cat
Boots of Avoidance: Senses of the Cat 
The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy who had tired of suffering "accidents" at the hands of his inexperienced students.

STATISTICS:

Equipped abilities:
– Armor Class: +5 vs. missile attacks

Weight: 4
Boots of Avoidance: Senses of the Cat 
The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy who had tired of suffering "accidents" at the hands of his inexperienced students.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +5 contre les projectiles

Poids : 4
BOOT05
Talos's Gift
Boots of Grounding: Talos's Gift
Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. 

STATISTICS:

Equipped abilities:
– Electrical Resistance: +50%

Weight: 4
Boots of Grounding: Talos's Gift
Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. 

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à l'électricité : +50 %

Poids : 4
BOOT07
Boots of Elvenkind
These soft boots make the wearer move as silently as the woodland elves. Thieves love to get their hands on these boots, but the elves are reluctant about exporting them, fearful that they may be used for illegal purposes.

STATISTICS:

Equipped abilities :
– Move Silently: +30%

Weight: 3
These soft boots make the wearer move as silently as the woodland elves. Thieves love to get their hands on these boots, but the elves are reluctant about exporting them, fearful that they may be used for illegal purposes.

PARAMÈTRES : 

Capacités d'équipement : 
- Furtivité : +30 %

Poids : 3
BOOT08
Boots of Phasing
This item is cursed and can only be removed with a remove curse spell. Whether by mistake or malicious purposes the creator of these boots enchanted them with dangerous magic. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase the wearer receives a +2 AC bonus.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– May only be removed with a Remove Curse spell

Combat abilities:
– Wearer phases to a random enemy every 2 rounds (when an enemy is within sight)

Weight: 3
This item is cursed and can only be removed with a remove curse spell. Whether by mistake or malicious purposes the creator of these boots enchanted them with dangerous magic. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase the wearer receives a +2 AC bonus.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Classe d'armure : +2

Poids : 3
BOOT10
Boots of Lightning Speed
These modified boots of speed were originally intended to boost the wearer's speed rating to even greater rates: They make the wearer as fast as if a Haste spell had been cast upon someone wearing normal boots of speed. Unfortunately, the wearer cannot attack, and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nickname is "Heel of the Coward," for that summarizes their most obvious use: running away.

STATISTICS:

Equipped abilities:
– Double-strength Haste spell
– Unable to attack or cast spells

Weight: 3
These modified boots of speed were originally intended to boost the wearer's speed rating to even greater rates: They make the wearer as fast as if a Haste spell had been cast upon someone wearing normal boots of speed. Unfortunately, the wearer cannot attack, and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nickname is "Heel of the Coward," for that summarizes their most obvious use: running away.

PARAMÈTRES : 

Capacités d'équipement : 
- Empêche l'incantation des sorts divins
- Empêche l'incantation des sorts profanes
- Attaque par round : Passe à 0
- Vitesse de déplacement : Passe à 30

Poids : 3
BOOT11
Boots of Etherealness
Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover so that she could join him for a tryst. Others simply point out that the boots are useful for any mage to become intangible to attacks while devastating an opponent with offensive magic.

STATISTICS:

Charge abilities:
– Etherealness once per day
  Special: Wearer is immune to normal weapons. Spells may still be cast, and weapons may still be used.
  Duration: 5 rounds

Weight: 3
Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover so that she could join him for a tryst. Others simply point out that the boots are useful for any mage to become intangible to attacks while devastating an opponent with offensive magic.

PARAMÈTRES : 

Capacités de charge : 
- Immunité contre les armes non-magiques pendant 5 rounds (1 fois par jour)

Poids : 3
BOOT12
Gargoyle Boots
Legend holds that the mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate.

STATISTICS:

Equipped abilities:
– Immunity to backstab

Charge abilities:
– Stoneskin twice per day (2 skins per use)
  Duration: 12 hours
  Area of Effect: The user

Weight: 1
Legend holds that the mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité aux attaques sournoises

Capacités de charge : 
- Stoneskin (2 fois par jour)

Poids : 1
BOW02
Composite Longbow +1
Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow.

STATISTICS:

THAC0: +2
Damage: +1 (missile)
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 9
Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +1
TAC0 : +2
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 6
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 18
BOW04
Longbow +1
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. This one has been enhanced with magical properties, giving it an air of perfection.

STATISTICS:

THAC0: +2
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 3
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. This one has been enhanced with magical properties, giving it an air of perfection.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +1
TAC0 : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 6
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 6
BOW06
Shortbow +1
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This is a magical shortbow, giving the user an additional +1 to hit.

STATISTICS:

THAC0: +1
Speed Factor: 5
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This is a magical shortbow, giving the user an additional +1 to hit.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +1
TAC0 : +1
Type de dégâts : Perforant
Facteur de vitesse : 5
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 3
BOW07
The Dead Shot +2
Longbow of Marksmanship: The Dead Shot
Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better Archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest, he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment Edwall's head did much the same.

STATISTICS:

THAC0: +3
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Longbow of Marksmanship: The Dead Shot
Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better Archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest, he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment Edwall's head did much the same.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW08
Protector of the Dryads +2
Eagle Bow: Protector of the Dryads 
In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily... nay, VERY happily ever after!

STATISTICS:

THAC0: +2
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Eagle Bow: Protector of the Dryads 
In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily... nay, VERY happily ever after!

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW09
Ripper +2
This composite longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use, a favorite of scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and they see little use due to the tremendous strength they require. 

STATISTICS:

THAC0: +3
Damage: +2 (missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 8
This composite longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use, a favorite of scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and they see little use due to the tremendous strength they require. 

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +3
Dégâts : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 8

Nécessite : 
- Force : 18
BOW10
Heartseeker +3
Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of a treant, though how he came to possess such material is unknown. He certainly did not anticipate the enchantment within, magic that makes the archer's aim almost infallible for a short period every day. Pinn claimed his skill was responsible, but it is more likely that some aspect of the soul of the treant is still within the wood. This bow requires a Strength of 18 to use.

STATISTICS:

Charge abilities:
– Aim: +7 to hit once per day
  Duration: 9 seconds

THAC0: +4
Damage: +2 (missile)
Speed Factor: 4
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 7
Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of a treant, though how he came to possess such material is unknown. He certainly did not anticipate the enchantment within, magic that makes the archer's aim almost infallible for a short period every day. Pinn claimed his skill was responsible, but it is more likely that some aspect of the soul of the treant is still within the wood. This bow requires a Strength of 18 to use.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Capacités de charge : 
- Aim (1 fois par jour)

Enchantement : +3
TAC0 : +4
Dégâts : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 7

Nécessite : 
- Force : 18
BOW11
Strong Arm +2
This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading south.

STATISTICS:

THAC0: +3
Damage: +3 (missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 19 Strength

Weight: 8
This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading south.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +3
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 8

Nécessite : 
- Force : 19
BOW12
Elven Court Bow +3
This yew bow is more a work of art than a weapon of war: Fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago, a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost.

STATISTICS:

THAC0: +4
Speed Factor: 4
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
This yew bow is more a work of art than a weapon of war: Fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago, a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +3
TAC0 : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW13
Mana Bow +4
Kestsa was given this longbow many years ago by the Cowled Wizards as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy. 
 
STATISTICS:

Equipped abilities:
– Magic Damage Resistance: +20%

THAC0: +5
Speed Factor: 3
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Kestsa was given this longbow many years ago by the Cowled Wizards as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy. 
 
PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2
- Résistance aux dégâts magiques : +20 %

Enchantement : +4
TAC0 : +5
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW14
Tuigan Bow +1
The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerûn but bound together by a common bloodline. The bows they make are specially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: Any bow of Tuigan origin can be fired faster than is possible with a normal one.

STATISTICS:

Combat abilities:
– 3 shots per round

THAC0: +1
Damage: +1 (missile)
Speed Factor: 5
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerûn but bound together by a common bloodline. The bows they make are specially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: Any bow of Tuigan origin can be fired faster than is possible with a normal one.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Enchantement : +1
TAC0 : +1
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW15
Tansheron's Bow +3
The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story.

Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows.

STATISTICS:

Combat abilities:
– When no arrows are equipped, the bow fires missiles that are treated as +3 for the purposes of determining what enemies they can damage. The missiles receive +3 to hit, including the bonus listed below, and deal a total of 1d6 missile damage

THAC0: +3
Speed Factor: 3
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story.

Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Capacités de combat (à distance) : 
- Revient dans la main du lanceur

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW16
Composite Longbow +2
This longbow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long-dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a Strength of 18 to use.

STATISTICS:

THAC0: +3
Damage: +1 (missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 8
This longbow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long-dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a Strength of 18 to use.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +3
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 8

Nécessite : 
- Force : 18
BOW17
Longbow +2
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

STATISTICS:

THAC0: +3
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 3
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 6
BOW18
Shortbow +2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This shortbow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate than a normal bow.

STATISTICS:

THAC0: +2
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This shortbow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate than a normal bow.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 3
BOW19
Shortbow of Gesen
The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user.

STATISTICS:

Equipped abilities:
– Electrical Resistance: +20%

Combat abilities:
– When no arrows are equipped, the bow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The missiles receive +4, to hit including the bonus listed below, and deal a total of 2 piercing and 1d8 electrical damage

THAC0: +4
Damage: +2 piercing, +1d8 electrical
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 2
The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2
- Résistance à l'électricité : +20 %

Capacités de combat (à distance) : 
- Revient dans la main du lanceur
- Inflige 1d8 points de dégâts d'électricité supplémentaires

Capacités de combat (à distance) : 
- Inflige 1d8 points de dégâts d'électricité supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : +2
Type de dégâts : Perforant
Facteur de vitesse : 4
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 3
BOW20
Darkfire Bow +4
Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent shortbow.

STATISTICS:

Equipped abilities:
– Cold Resistance: +5%
– Fire Resistance: +5%

Charge abilities:
– Improved Haste once per day
  Duration: 23 rounds
  Area of Effect: The user
  
THAC0: +4
Speed Factor: 2
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 1
Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent shortbow.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2
- Résistance au feu : +5 %
- Résistance au froid : +5 %
- Résistance aux dégâts de feu magiques : +5 %
- Résistance aux dégâts de froid magiques : +5 %

Capacités de charge : 
- Improved Haste (1 fois par jour)

Enchantement : +4
TAC0 : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 1

Nécessite : 
- Force : 3
BOW21
Darkfire Bow +5
The magical bowstring of Gond makes even this strongly enchanted shortbow more accurate and powerful.

STATISTICS:

Equipped abilities:
– Cold Resistance: +5%
– Fire Resistance: +5%

Charge abilities:
– Improved Haste once per day
  Duration: 23 rounds
  Area of Effect: The user
  
THAC0: +5
Speed Factor: 1
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 1
The magical bowstring of Gond makes even this strongly enchanted shortbow more accurate and powerful.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2
- Résistance au feu : +5 %
- Résistance au froid : +5 %
- Résistance aux dégâts de feu magiques : +5 %
- Résistance aux dégâts de froid magiques : +5 %

Capacités de charge : 
- Improved Haste (1 fois par jour)

Enchantement : +5
TAC0 : +5
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 1

Nécessite : 
- Force : 3
BOW22
Taralash +4
Taralash was a hunter renowned for his ability to track down even the fleetest of quarry by foot. Few animals ever escaped once he had them in the sights of his mighty longbow.

STATISTICS:

Equipped abilities:
– Movement rate increased by 2 (base is 9)

THAC0: +5
Speed Factor: 3
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Taralash was a hunter renowned for his ability to track down even the fleetest of quarry by foot. Few animals ever escaped once he had them in the sights of his mighty longbow.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2
- Vitesse de déplacement : +2

Enchantement : +4
TAC0 : +5
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW23
Taralash +5
The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful.

STATISTICS:

Equipped abilities:
– Movement rate increased by 2 (base is 9)

THAC0: +6
Speed Factor: 2
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 1
The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2
- Vitesse de déplacement : +2

Enchantement : +5
TAC0 : +6
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 1

Nécessite : 
- Force : 6
BOW24
Composite Longbow +3
This longbow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a Strength of 18 to use.

STATISTICS:

THAC0: +4
Damage: +1 (missile)
Speed Factor: 4
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 7
This longbow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a Strength of 18 to use.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +3
TAC0 : +4
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 7

Nécessite : 
- Force : 18
BOW25
Longbow +3
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

STATISTICS:

THAC0: +4
Speed Factor: 4
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +3
TAC0 : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Longbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
BOW26
Shortbow +3
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This shortbow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a Mage, makes this bow more accurate than a normal bow.

STATISTICS:

THAC0: +3
Speed Factor: 3
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 1
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This shortbow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a Mage, makes this bow more accurate than a normal bow.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +3
TAC0 : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 1

Nécessite : 
- Force : 3
BRAC01
Bracers of Defense AC 8
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

STATISTICS:

Equipped abilities:
– Armor Class: 8

Weight: 2
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 8

Poids : 2
BRAC02
Bracers of Defense AC 7
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

STATISTICS:

Equipped abilities:
– Armor Class: 7

Weight: 2
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 7

Poids : 2
BRAC03
Bracers to the Death
Bracers of Defense AC 6: Bracers to the Death
These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. 

STATISTICS:

Equipped abilities:
– Armor Class: 6

Weight: 2
Bracers of Defense AC 6: Bracers to the Death
These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 6

Poids : 2
BRAC04
The Dale's Protector
Bracers of Archery: The Dale's Protector
During a dangerous meeting with a rival ruler, the king of the Great Dale requested the protection of his best Archers in addition to his usual guard. The Archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the king and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden Archers. The king was able to escape unharmed; in fact, none of the ambush members even lived to approach him. 

STATISTICS:

Equipped abilities:
– THAC0: +2 with missile weapons

Weight: 2
Bracers of Archery: The Dale's Protector
During a dangerous meeting with a rival ruler, the king of the Great Dale requested the protection of his best Archers in addition to his usual guard. The Archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the king and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden Archers. The king was able to escape unharmed; in fact, none of the ambush members even lived to approach him. 

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 des armes à projectiles : +2

Poids : 2
BRAC06
Hands of Takkok
Gauntlets of Ogre Power: Hands of Takkok
The Hands of Takkok are exactly that: his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets.

STATISTICS:

Equipped abilities:
– Strength: 18/00

Weight: 2
Gauntlets of Ogre Power: Hands of Takkok
The Hands of Takkok are exactly that: his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 18
- Force exceptionnelle : Passe à 100

Poids : 2
BRAC07
The Brawling Hands
Gauntlets of Dexterity: The Brawling Hands
This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. 

STATISTICS:

Equipped abilities:
– Dexterity: 18

Weight: 2
Gauntlets of Dexterity: The Brawling Hands
This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. 

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : Passe à 18

Poids : 2
BRAC08
Elander's Gloves of Misplacement
Gauntlets of Fumbling: Elander's Gloves of Misplacement
With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. 

STATISTICS:

Equipped abilities:
– THAC0: -10
– Dexterity: -2
– May only be removed with a Remove Curse spell

Weight: 2
Gauntlets of Fumbling: Elander's Gloves of Misplacement
With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. 

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- TAC0 : -10
- Dextérité : -2

Poids : 2
BRAC09
Xarrnous's Second Sword Arm
Gauntlets of Weapon Skill: Xarrnous's Second Sword Arm
Perhaps the most well-known owner of these gauntlets was a mercenary named Xarrnous. He specialized in smuggling and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy.

STATISTICS:

Equipped abilities:
– THAC0: +1

Weight: 2
Gauntlets of Weapon Skill: Xarrnous's Second Sword Arm
Perhaps the most well-known owner of these gauntlets was a mercenary named Xarrnous. He specialized in smuggling and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +1

Poids : 2
BRAC10
Legacy of the Masters
Gauntlets of Weapon Expertise: Legacy of the Masters 
Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of weapons. The majority of their many previous owners seem to have come to bloody ends though: The gloves grant the ability of experience, but not the wisdom.

STATISTICS:

Equipped abilities:
– THAC0: +1
– Damage: +2

Weight: 1
Gauntlets of Weapon Expertise: Legacy of the Masters 
Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of weapons. The majority of their many previous owners seem to have come to bloody ends though: The gloves grant the ability of experience, but not the wisdom.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +1
- Dégâts : +2

Poids : 1
BRAC11
Bracers of Binding
The bracers appear to be Bracers of Specialization, but when donned they bind the wearer's wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror.

STATISTICS:

Equipped abilities:
– THAC0: -5
– Damage: -5
– Casting failure: 75%
– May only be removed with a Remove Curse spell

Weight: 1
The bracers appear to be Bracers of Specialization, but when donned they bind the wearer's wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- TAC0 : -5
- Dégâts : -5
- Provoque l'échec de 75 % des sorts divins
- Provoque l'échec de 75 % des sorts profanes

Poids : 1
BRAC13
Bracers of Defense AC 5
Baron Tiri of the North commanded ten of these bracers to be made, one for each of his bodyguards. The Baron thought it amusing when bandits—thinking them easy targets for they wore no armor—would attack him and his men as they made excursions across the land. The Guards of Tiri swiftly dealt with the would-be attackers. Of course, Baron Tiri himself never wore a set of bracers, and it was this unfortunate oversight that led to his death at the hands of an assassin's poison dagger.

STATISTICS:

Equipped abilities:
– Armor Class: 5

Weight: 2
Baron Tiri of the North commanded ten of these bracers to be made, one for each of his bodyguards. The Baron thought it amusing when bandits—thinking them easy targets for they wore no armor—would attack him and his men as they made excursions across the land. The Guards of Tiri swiftly dealt with the would-be attackers. Of course, Baron Tiri himself never wore a set of bracers, and it was this unfortunate oversight that led to his death at the hands of an assassin's poison dagger.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 5

Poids : 2
BRAC14
Bracers of Defense AC 4
Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by Tapid Gornoak. He was still an active warrior at the age of seventy-five, but the weight of his armor was getting harder and harder to bear. A companion, the sorceress Nadalarin, created these bracers for him. She also cast a permanent illusion over him so that his men would think he still wore his heavy chain. Tapid died twenty years later, his hands wrapped around the neck of an orc chief when old age took him.

STATISTICS:

Equipped abilities:
– Armor Class: 4

Weight: 2
Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by Tapid Gornoak. He was still an active warrior at the age of seventy-five, but the weight of his armor was getting harder and harder to bear. A companion, the sorceress Nadalarin, created these bracers for him. She also cast a permanent illusion over him so that his men would think he still wore his heavy chain. Tapid died twenty years later, his hands wrapped around the neck of an orc chief when old age took him.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 4

Poids : 2
BRAC15
Bracers of Defense AC 3
Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado—no man other than he would joust without armor—he soon became a favorite to the ladies that watched the events. Too much of a favorite, it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush, Glen forgot to don his bracers. Glen died with a confused grin on his face as the knight's sword struck him, never knowing his own folly.

STATISTICS:

Equipped abilities:
– Armor Class: 3

Weight: 2
Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado—no man other than he would joust without armor—he soon became a favorite to the ladies that watched the events. Too much of a favorite, it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush, Glen forgot to don his bracers. Glen died with a confused grin on his face as the knight's sword struck him, never knowing his own folly.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 3

Poids : 2
BRAC16
Bracers of Blinding Strike
Knight Wesic of the Most Noble Order of the Radiant Heart often said, "Attack swiftly and your enemy will be so overwhelmed that the battle will be yours." He lived this principle through these bracers. Before engaging in righteous battle, he would unlock the magic of the Blinding Strike and quickly rush at his enemy. More often than not, his opponent would fall within the first few seconds of battle.

STATISTICS:

Charge abilities:
– Improved Haste once per day
  Duration: 20 seconds
  Area of Effect: The user

Weight: 2
Knight Wesic of the Most Noble Order of the Radiant Heart often said, "Attack swiftly and your enemy will be so overwhelmed that the battle will be yours." He lived this principle through these bracers. Before engaging in righteous battle, he would unlock the magic of the Blinding Strike and quickly rush at his enemy. More often than not, his opponent would fall within the first few seconds of battle.

PARAMÈTRES : 

Capacités de charge : 
- Improved Haste (1 fois par jour)

Poids : 2
BRAC17
Gloves of Pickpocketing
A few years back, Fong Moo, a famous cutpurse known in both Baldur's Gate and Athkatla, was found dead on the road between the Gate and Beregost. Seems he'd stolen an artifact from a powerful mage and tried escaping, with little success. His possessions went to a nephew, who took up the same trade as his uncle and became especially good at pickpocketing. Whether these gloves were magical before falling into Fong's hands or if they are somehow imbued with the master's essence is not known.

STATISTICS:

Equipped abilities:
– Pick Pockets: +20%

Weight: 2
A few years back, Fong Moo, a famous cutpurse known in both Baldur's Gate and Athkatla, was found dead on the road between the Gate and Beregost. Seems he'd stolen an artifact from a powerful mage and tried escaping, with little success. His possessions went to a nephew, who took up the same trade as his uncle and became especially good at pickpocketing. Whether these gloves were magical before falling into Fong's hands or if they are somehow imbued with the master's essence is not known.

PARAMÈTRES : 

Capacités d'équipement : 
- Vol à la tire : +20 %

Poids : 2
BRAC18
Gloves of Missile Snaring
Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local Archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning, Foik was found dead and the gloves missing.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. missile attacks

Weight: 2
Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local Archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning, Foik was found dead and the gloves missing.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2 contre les projectiles

Poids : 2
BRAC19
Gauntlets of Crushing
A foreigner from the east who went by the name of Floating Bear became well-known through the Sword Coast. Unarmed and unarmored, he bested many powerful warriors. One night, in the arms of a lady of the night, he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland.

STATISTICS:

Equipped abilities:
– THAC0: +4 when attacking with fists
– Damage: +4 when attacking with fists

Weight: 2
A foreigner from the east who went by the name of Floating Bear became well-known through the Sword Coast. Unarmed and unarmored, he bested many powerful warriors. One night, in the arms of a lady of the night, he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 des poings : +4
- Dégâts des poings : +4

Poids : 2
BRAC20
Gloves of Healing
These gloves are usually given to novices of the Most Noble Order of the Radiant Heart who have yet to acquire the ability to cast spells. For anyone outside of the Order to wear these gloves is a rare honor.

STATISTICS:

Charge abilities:
– Heal up to 10 Hit Points of damage and any poison effects, once per day

Weight: 2
These gloves are usually given to novices of the Most Noble Order of the Radiant Heart who have yet to acquire the ability to cast spells. For anyone outside of the Order to wear these gloves is a rare honor.

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  Soigne +10 points de vie à la cible de manière permanente
  Neutralisation des poisons
  Dessoûle la cible de manière permanente

Poids : 2
BRAC21
Gauntlets of Extraordinary Specialization
These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds. 

STATISTICS:

Combat abilities:
– Extra 1/2 attack per round

THAC0: +1
Damage: +2

Weight: 1
These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds. 

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +1
- Dégâts : +2
- Attaque par round : + une demi

Poids : 1
BRAC22
Paladin's Bracers
Defenders of justice are ever eager to acquire another tool which may be used to thwart the machinations of evil. However, these particular gauntlets can only be worn by a warrior of the purest heart.

STATISTICS:

Equipped abilities:
– Hit Points: +10

Weight: 1
Defenders of justice are ever eager to acquire another tool which may be used to thwart the machinations of evil. However, these particular gauntlets can only be worn by a warrior of the purest heart.

PARAMÈTRES : 

Capacités d'équipement : 
- Points de vie maximum : +10

Poids : 1
BRAC23
Blessed Bracers
The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power. 

STATISTICS:

Equipped abilities:
– Hit Points: +10

Charge abilities:
– Cure Critical Wounds once per day
  Special: Heals 27 Hit Points
  Area of Effect: 1 creature

– Resurrection once per day
  Special: Raised target is fully healed
  Range: Unlimited
  Area of Effect: 1 creature

Weight: 1
The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power. 

PARAMÈTRES : 

Capacités d'équipement : 
- Points de vie maximum : +10

Capacités de charge : 
- Resurrection (1 fois par jour)
- Cure Critical Wounds (1 fois par jour)

Poids : 1
BRAC24
Bard's Gloves
These leather gloves do not appear to have any special properties, though they are quite fashionable.

STATISTICS:

Weight: 1
These leather gloves do not appear to have any special properties, though they are quite fashionable.

PARAMÈTRES : 

Poids : 1
BRAC25
Wondrous Gloves
These gem-studded leather gloves are enchanted so as to augment the skills of any Bard. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– THAC0: +1
– Can memorize one 2nd-, 3rd-, and 4th-level wizard spell

Weight: 1
These gem-studded leather gloves are enchanted so as to augment the skills of any Bard. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- TAC0 : +1
- Mémorisation d'un sort profane supplémentaire de niveau 4
- Mémorisation d'un sort profane supplémentaire de niveau 3
- Mémorisation d'un sort profane supplémentaire de niveau 2

Poids : 1
BRAC26
Tzu-Zan's Bracers
Although monks traditionally shun armor, these bracers of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Hit Points: +15

Weight: 1
Although monks traditionally shun armor, these bracers of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Points de vie maximum : +15

Poids : 1
BRUENAXE
Battle Axe +3
This is the axe of Bruenor Battlehammer, and a fine weapon it is. It has a formidable single-edged blade and handles with the efficiency of a hand axe despite its size.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 6
This is the axe of Bruenor Battlehammer, and a fine weapon it is. It has a formidable single-edged blade and handles with the efficiency of a hand axe despite its size.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Axe
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 10
BRUENPLA
Mithral Field Plate +2
This is the personal armor of Bruenor Battlehammer, and never a finer kit have you seen. It is truly a marvel of battlefield craftsmanship.

STATISTICS:

Armor Class: -1 (-3 vs. slashing, -2 vs. piercing and missile)
Requires:
 15 Strength

Weight: 45
This is the personal armor of Bruenor Battlehammer, and never a finer kit have you seen. It is truly a marvel of battlefield craftsmanship.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 45

Nécessite : 
- Force : 15
CARSOMYR
Carsomyr +5
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

STATISTICS:

Equipped abilities:
– Protects the wielder from any magics that affect movement, such as Hold and Web.

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +50 %

Capacités de combat (au corps à corps) : 
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises
- Dissipation de la magie assurée sur la cible
- Guérit la surdité de la cible
- Guérit la Débilité mentale de la cible

Enchantement : +5
TAC0 : +5
Dégâts : 1d10 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5

Capacités de combat : 
- Dissipation de la magie assurée sur la cible
- Guérit la surdité de la cible
- Guérit la Débilité mentale de la cible

Enchantement : +5
Type de dégâts : Perforant
Facteur de vitesse : 0

Type de compétence : Large Sword
Type : Arme à 2 mains

Poids : 7

Nécessite : 
- Force : 13
CATTIBOW
Tansheron's Bow +3
The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story.

Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows.

STATISTICS:

Combat abilities:
– When no arrows are equipped, the bow fires missiles that are treated as +3 for the purposes of determining what enemies they can damage. The missiles receive +3 to hit, including the bonus listed below, and deal a total of 1d6 missile damage

THAC0: +3
Speed Factor: 3
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story.

Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Capacités de combat : 
- Revient dans la main du lanceur

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
CDNEBDAG
Neb's Nasty Cutter +2
This is a vicious weapon used by Neb and is covered with old blood. Only the truly evil would dare to use this item on their own. The poison has been used up, and the dagger is now a normal enchanted dagger.

STATISTICS:

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

Weight: 1
This is a vicious weapon used by Neb and is covered with old blood. Only the truly evil would dare to use this item on their own. The poison has been used up, and the dagger is now a normal enchanted dagger.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
CDSW2H07
Harbinger +3
When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known.

STATISTICS:

Combat abilities:
– Fireball: 5% chance per hit that a 10d6 fireball explodes, centered on the target
– Flesh to Stone: All struck ogres must save vs. Spell or be turned to stone

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known.

PARAMÈTRES : 

Capacités de combat : 
- Pétrifie les ogres de manière permanente (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
CHALCY1
The Shadow's Blade +3
Short Sword of Backstabbing: The Shadow's Blade 
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
Short Sword of Backstabbing: The Shadow's Blade 
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Empoisonne la cible et lui inflige 2 points de dégâts par seconde pendant 10 secondes (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +5
TAC0 : +5
Dégâts : 1d6 +5
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
CHALCY2
The Shadow's Blade +3
Short Sword of Backstabbing: The Shadow's Blade 
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
Short Sword of Backstabbing: The Shadow's Blade 
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 10 points de dégâts d'acide supplémentaires (jet de sauvegarde à -4 contre les souffles pour éviter)
- 51 % de chance d'aveugler la cible pendant 10 secondes (jet de sauvegarde à -4 contre les souffles pour éviter)

Enchantement : +5
TAC0 : +5
Dégâts : 1d6 +5
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
CHALCY3
Greenstone Amulet
This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.)

STATISTICS:

Charge abilities:
– Immunity to charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind
  Duration: 1 turn

Weight: 1
This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.)

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : Passe à 50 %
- Le moral du porteur reste au plus haut
- Immunité au sort Psionic Maze
- Immunité au sort Domination
- Immunité au sort Ego Whip
- Immunité au sort Ballistic Attack
- Immunité au sort Detonate
- Immunité au sort Psionic Blast
- Immunité au sort Psionic Domination
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique
- Immunité à la détection de l'alignement
- Immunité à la débilité mentale
- Immunité à la confusion
- Immunité à la paralysie
- Immunité aux charmes
- Immunité au sommeil
- Immunité à l'étourdissement

Capacités de charge : 
- Capacité 1 (50 charges, l'objet est détruit quand toutes les charges sont utilisées)
  Le moral du porteur reste au plus haut pendant 1 tour
  Le moral du porteur reste au plus haut
  Immunité au sort Psionic Maze pendant 1 tour
  Immunité au sort Domination pendant 1 tour
  Immunité au sort Ego Whip pendant 1 tour
  Immunité au sort Ballistic Attack pendant 1 tour
  Immunité au sort Detonate pendant 1 tour
  Immunité au sort Psionic Blast pendant 1 tour
  Immunité au sort Psionic Domination pendant 1 tour
  Immunité à l'horreur
  Immunité à la peur pendant 1 tour
  Immunité à la panique pendant 1 tour
  Immunité à la détection de l'alignement pendant 1 tour
  Immunité à l'horreur pendant 1 tour
  Immunité à la débilité mentale pendant 1 tour
  Immunité à la confusion pendant 1 tour
  Immunité à la paralysie pendant 1 tour
  Immunité aux charmes pendant 1 tour
  Immunité au sommeil pendant 1 tour
  Immunité à l'étourdissement pendant 1 tour

Poids : 1
CHALHELM
Gift of Peace
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Cold Resistance: +20%
– Fire Resistance: +20%
– Electrical Resistance: +20%
– Protects against critical hits

Weight: 3
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Jets de sauvegarde : +1
- Résistance au feu : +50 %
- Résistance au froid : +50 %
- Résistance à l'électricité : +50 %

Poids : 3
CHALSHLD
Sentinel +4
A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!"

STATISTICS:

Equipped abilities:
– Armor Class: +5

Requires:
 12 Strength

Weight: 3
A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!"

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +5

Poids : 3

Nécessite : 
- Force : 12
CHAN02
Chain Mail +1
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. 

STATISTICS:

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

Weight: 20
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 4
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 20

Nécessite : 
- Force : 8
CHAN03
Mail of the Dead +2
A mage can make an extremely effective assassin, as Vorusta illustrated over four hundred years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over.

STATISTICS:

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

Weight: 10
A mage can make an extremely effective assassin, as Vorusta illustrated over four hundred years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 10

Nécessite : 
- Force : 8
CHAN05
Splint Mail +1
Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +1 to their Armor Class.

STATISTICS:

Armor Class: 3 (2 vs. piercing and missile, 1 vs. crushing)
Requires:
 8 Strength

Weight: 10
Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +1 to their Armor Class.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2 contre les armes contondantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 10

Nécessite : 
- Force : 8
CHAN06
Mithral Chain Mail +4
This is the personal armor of Drizzt, the famous dark elf Ranger. It was forged for him by his friend Bruenor.

STATISTICS:

Armor Class: 1 (-1 vs. slashing, 3 vs. crushing)
Requires:
 8 Strength

Weight: 7
This is the personal armor of Drizzt, the famous dark elf Ranger. It was forged for him by his friend Bruenor.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 1
- Empêche le porteur de lancer des sorts profanes

Poids : 7

Nécessite : 
- Force : 8
CHAN07
Chain Mail +3
This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithral alloy and offers protection from all but the most determined attackers.

STATISTICS:

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 8 Strength

Weight: 9
This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithral alloy and offers protection from all but the most determined attackers.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 9

Nécessite : 
- Force : 8
CHAN08
Chain Mail +2
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor.

STATISTICS:

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

Weight: 10
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 10

Nécessite : 
- Force : 8
CHAN09
Darkmail +3
Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 8 Strength

Weight: 9
Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Résistance au feu : +20 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 9

Nécessite : 
- Force : 8
CHAN10
Jester's Chain +4
Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest towns on the Sword Coast, gave him this suit of magical chain as a gift. The chain mail was given to protect Dekirh from the drunken spectators who often threw rotting produce, chairs, and even knives at Dekirh. The bard appreciated the gift but painted it with wild colors to better fit into his show.

STATISTICS:

Armor Class: 1 (-1 vs. slashing, 3 vs. crushing)
Requires:
 8 Strength

Weight: 8
Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest towns on the Sword Coast, gave him this suit of magical chain as a gift. The chain mail was given to protect Dekirh from the drunken spectators who often threw rotting produce, chairs, and even knives at Dekirh. The bard appreciated the gift but painted it with wild colors to better fit into his show.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 8

Nécessite : 
- Force : 8
CHAN11
Crimson Chain +5
The dark red metal used to make this chain is said to come from a hidden mine in the Cloudpeaks. At one time the Bloodway, a band of evil adventurers, all wore armor of this kind, but the other suits have long been lost.

STATISTICS:

Armor Class: 0 (-2 vs. slashing, 2 vs. crushing)
Requires:
 8 Strength

Weight: 7
The dark red metal used to make this chain is said to come from a hidden mine in the Cloudpeaks. At one time the Bloodway, a band of evil adventurers, all wore armor of this kind, but the other suits have long been lost.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 0
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 7

Nécessite : 
- Force : 8
CHAN13
Elven Chain +1
Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by Thieves with few penalties and by Fighter/Mages without removing their spellcasting ability.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

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

Weight: 8
Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by Thieves with few penalties and by Fighter/Mages without removing their spellcasting ability.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 4
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %

Poids : 8

Nécessite : 
- Force : 5
CHAN14
Sylvan Chain +2
This light but strong mail is of sylvan elf construction, and therefore its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor be found outside of a wood elf tribe, and rarer still on someone not of elven lineage.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

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

Weight: 10
This light but strong mail is of sylvan elf construction, and therefore its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor be found outside of a wood elf tribe, and rarer still on someone not of elven lineage.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 3
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %

Poids : 10

Nécessite : 
- Force : 5
CHAN15
Melodic Chain +3
The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately, the Bards of Melody were disbanded hundreds of years ago, and the secret of "playing" the armor faded with them.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 5 Strength

Weight: 12
The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately, the Bards of Melody were disbanded hundreds of years ago, and the secret of "playing" the armor faded with them.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %

Poids : 12

Nécessite : 
- Force : 5
CHAN16
Bladesinger Chain +4
The lore of this suit is difficult to determine, either due to the exotic circumstances from which it sprang or the wish of its previous owner to conceal its location. Secrecy would certainly be desirable, as even rumors of such a mail as this could provoke deadly interest. It is the pinnacle of elven craft and a truly blessed item.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

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

Weight: 15
The lore of this suit is difficult to determine, either due to the exotic circumstances from which it sprang or the wish of its previous owner to conceal its location. Secrecy would certainly be desirable, as even rumors of such a mail as this could provoke deadly interest. It is the pinnacle of elven craft and a truly blessed item.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 1
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %

Poids : 15

Nécessite : 
- Force : 5
CHAN17
Ashen Scales +2
Instead of metal strips, this armor uses wyvern scales bound to a chain backing by means of a magical fire. The resulting armor is ash-gray in color and more flexible than standard splint mail. A ranger, Usher Skacan, made this armor after slaying several wyverns that were killing all the deer and elk in his forest.

STATISTICS:

Armor Class: 2 (0 vs. crushing, 1 vs. piercing and missile)
Requires:
 8 Strength

Weight: 18
Instead of metal strips, this armor uses wyvern scales bound to a chain backing by means of a magical fire. The resulting armor is ash-gray in color and more flexible than standard splint mail. A ranger, Usher Skacan, made this armor after slaying several wyverns that were killing all the deer and elk in his forest.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2 contre les armes contondantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 18

Nécessite : 
- Force : 8
CHAN18
Armor of Faith +3
This was the armor of Seffer Ekr, and a sign of the goddess Mielikki's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding orcish hordes back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade.

STATISTICS:

Equipped abilities:
– Saving Throws: +1

Armor Class: 1 (-1 vs. crushing, 0 vs. piercing and missile)
Requires:
 8 Strength

Weight: 15
This was the armor of Seffer Ekr, and a sign of the goddess Mielikki's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding orcish hordes back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2 contre les armes contondantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : 1
- Jets de sauvegarde : +1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 15

Nécessite : 
- Force : 8
CHAN19
Aslyferund Elven Chain +5
While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful elven armor by gilding and heavily enchanting normal elven chain. Alas, his refusal to divulge the secret lead to his murder by a rival smith.

STATISTICS:

Equipped abilities:
– Immunity to normal weapons
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

Armor Class: 0 (-2 vs. slashing, 2 vs. crushing)
Requires:
 5 Strength

Weight: 15
While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful elven armor by gilding and heavily enchanting normal elven chain. Alas, his refusal to divulge the secret lead to his murder by a rival smith.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 0
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %
- Immunité contre les armes non-magiques

Poids : 15

Nécessite : 
- Force : 5
CHAN20
White Dragon Scale
Not surprisingly, this armor created from the scales of a young ice dragon provides the wearer with protection from cold and ice.

STATISTICS:

Equipped abilities:
– Cold Resistance: +50%

Charge abilities:
– Cone of Cold three times per day
  Damage: 10d4+10 cold (Save vs. Spell for half)
  Range: 8 ft.
  Area of Effect: 18-ft. cone with 90-deg. arc

Armor Class: -2 (-3 vs. piercing and missile, -4 vs. crushing)
Requires:
 8 Strength

Weight: 15
Not surprisingly, this armor created from the scales of a young ice dragon provides the wearer with protection from cold and ice.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2 contre les armes contondantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : -2
- Empêche le porteur de lancer des sorts profanes
- Résistance au froid : +50 %

Capacités de charge : 
- Cone of Cold (3 fois par jour)

Poids : 15

Nécessite : 
- Force : 8
CHAN21
Chain Mail +3
Typical golden chain mail worn by Balthazar's mercenaries.

STATISTICS:

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 8 Strength

Weight: 10
Typical golden chain mail worn by Balthazar's mercenaries.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 10

Nécessite : 
- Force : 8
CLCK01
Cloak of Protection +1
This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both Saving Throws and Armor Class. It is ideal for Mages and others who cannot wear bulkier or more restrictive types of armor.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 3
This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both Saving Throws and Armor Class. It is ideal for Mages and others who cannot wear bulkier or more restrictive types of armor.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1

Poids : 3
CLCK02
The Spirit's Shield +2
Cloak of Protection +2: The Spirit's Shield
This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Weight: 3
Cloak of Protection +2: The Spirit's Shield
This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +2

Poids : 3
CLCK03
Cloak of Displacement
The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members.

STATISTICS:

Equipped abilities:
– Armor Class: +4 vs. missile attacks
– Save vs. Death: +2
– Save vs. Breath: +2
– Save vs. Wand: +2

Weight: 3
The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4 contre les projectiles
- Jets de sauvegarde : +2 contre la paralysie, la mort et les poisons
- Jets de sauvegarde : +2 contre les baguettes, les sceptres et les bâtons
- Jets de sauvegarde : +2 contre les souffles

Poids : 3
CLCK04
Relair's Mistake
Cloak of the Wolf: Relair's Mistake 
A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment, he apparently inflicted lycanthropy upon himself. The wearer can change form whenever  wishes. Relair was not so lucky.

STATISTICS:

Equipped abilities:
– Polymorph into a wolf at will
  Duration: 2 turns

Weight: 3
Cloak of the Wolf: Relair's Mistake 
A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment, he apparently inflicted lycanthropy upon himself. The wearer can change form whenever  wishes. Relair was not so lucky.

PARAMÈTRES : 

Capacités de combat : 
- Supprime le sort Shapeshift: Natural Form du livre de sorts du porteur de manière permanente
- Supprime le sort Shapeshift: Natural Form du livre de sorts du porteur de manière permanente
- Supprime le sort Shapeshift: Natural Form du livre de sorts du porteur de manière permanente
- Supprime le sort Shapeshift: Natural Form du livre de sorts du porteur de manière permanente
- Supprime le sort Shapeshift: Natural Form du livre de sorts du porteur de manière permanente
- Supprime le sort Breathe Fireball du livre de sorts du porteur de manière permanente
- Supprime le sort Breathe Fireball du livre de sorts du porteur de manière permanente
- Supprime le sort Breathe Fireball du livre de sorts du porteur de manière permanente
- Shapeshift: Natural Form de manière permanente
- Crée 0 armes magiques (Attack) pendant 2 tours

Poids : 3
CLCK05
Cloak of Balduran
This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Magic Resistance: +25%

Weight: 3
This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1
- Résistance à la magie : +25 %

Poids : 3
CLCK06
Whispers of Silence
Cloak of Non-Detection: Whispers of Silence 
Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners.

STATISTICS:

Equipped abilities:
– While hidden or invisible, the wearer is non-detectable by magical means such as Detect Invisibility and scrying

Weight: 3
Cloak of Non-Detection: Whispers of Silence 
Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners.

PARAMÈTRES : 

Capacités d'équipement : 
- Non-détection

Poids : 3
CLCK07
Nymph Cloak
The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband.

STATISTICS:

Equipped abilities:
– Charisma: +2

Charge abilities:
– Charm Creature once per day (Save vs. Breath negates)
  Range: Touch
  Duration: 12 hours
  Area of Effect: 1 creature

Weight: 3
The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband.

PARAMÈTRES : 

Capacités d'équipement : 
- Charisme : +2

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  Charme extrême pendant 12 heures (jet de sauvegarde contre les souffles pour éviter)
  91 % de chance d'être inefficace contre les elfes
  31 % de chance d'être inefficace contre les demi-elfes

Poids : 3
CLCK08
Algernon's Cloak
Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow.

STATISTICS:

Equipped abilities:
– Charisma: +2

Weight: 3
Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow.

PARAMÈTRES : 

Capacités d'équipement : 
- Charisme : +2

Poids : 3
CLCK09
Mage Robe of Cold Resistance
These are a common sight in the Sword Coast region, especially as one travels north toward Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession.

STATISTICS:

Equipped abilities:
– Cold Resistance: +20%

Weight: 3
These are a common sight in the Sword Coast region, especially as one travels north toward Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au froid : +20 %

Poids : 3
CLCK10
Mage Robe of Fire Resistance
Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they cannot be worn except by wizards.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%

Weight: 3
Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they cannot be worn except by wizards.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +20 %

Poids : 3
CLCK11
Mage Robe of Electric Resistance
While seen with less frequency than some other mage robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm, but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession.

STATISTICS:

Equipped abilities:
– Electrical Resistance: +20%

Weight: 3
While seen with less frequency than some other mage robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm, but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à l'électricité : +20 %

Poids : 3
CLCK12
Knave's Robe
A favorite among Mage/Thieves, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane.

STATISTICS:

Equipped abilities:
– Armor Class: +1 vs. slashing attacks
– Save vs. Death: +1

Weight: 4
A favorite among Mage/Thieves, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes tranchantes
- Jets de sauvegarde : +1 contre la paralysie, la mort et les poisons

Poids : 4
CLCK13
Traveler's Robe
This mage robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous mage/thief that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveler's Robe can only be worn by wizards. 

STATISTICS:

Equipped abilities:
– Armor Class: +1 vs. missile attacks
– Save vs. Breath: +1

Weight: 4
This mage robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous mage/thief that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveler's Robe can only be worn by wizards. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Jets de sauvegarde : +1 contre les souffles

Poids : 4
CLCK14
Adventurer's Robe
This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from shielding the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession.

STATISTICS:

Equipped abilities:
– Armor Class: +1 vs. crushing attacks
– Save vs. Petrification/Polymorph: +1

Weight: 4
This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from shielding the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes contondantes
- Jets de sauvegarde : +1 contre la pétrification et la métamorphose

Poids : 4
CLCK15
Robe of the Good Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 5
- Jets de sauvegarde : +1
- Résistance à la magie : +5 %

Poids : 6
CLCK16
Robe of the Neutral Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of neutral alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of neutral alignment.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 5
- Jets de sauvegarde : +1
- Résistance à la magie : +5 %

Poids : 6
CLCK17
Robe of the Evil Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of evil alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of evil alignment.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 5
- Jets de sauvegarde : +1
- Résistance à la magie : +5 %

Poids : 6
CLCK20
Cloak of the Shield
This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat.

STATISTICS:

Charge abilities: 
– Armor Class: +5 vs. missile weapons, +1 vs. melee weapons
  Duration: 1 turn

Weight: 4
This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat.

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (50 charges, l'objet est détruit quand toutes les charges sont utilisées)
  Classe d'armure : +1 contre les armes tranchantes pendant 1 tour
  Classe d'armure : +1 contre les armes perforantes pendant 1 tour
  Classe d'armure : +1 contre les armes contondantes pendant 1 tour
  Classe d'armure : +5 contre les projectiles pendant 1 tour

Poids : 4
CLCK21
Holy Cloak
This cloak is a holy artifact of the inhabitants of the island village. An item with more symbolic value than actual enchantments, as it is a remnant from when they first arrived on the island.

STATISTICS:

Weight: 3
This cloak is a holy artifact of the inhabitants of the island village. An item with more symbolic value than actual enchantments, as it is a remnant from when they first arrived on the island.

PARAMÈTRES : 

Poids : 3
CLCK22
Shandalar's Cloak
This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. How it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak, which would remain a mystery even to a powerful mage.

STATISTICS:

Weight: 3
This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. How it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak, which would remain a mystery even to a powerful mage.

PARAMÈTRES : 

Poids : 3
CLCK23
Cloak of Elvenkind
This green cloak resembles a normal cloak. Wearing it makes any person able to hide in shadows with astonishing ability. As per the Thief ability though, the moment the wearer attacks or otherwise makes his/her presence known, the wearer must leave the shadows.

STATISTICS:

Equipped abilities:
– Hide In Shadows: +50%

Weight: 3
This green cloak resembles a normal cloak. Wearing it makes any person able to hide in shadows with astonishing ability. As per the Thief ability though, the moment the wearer attacks or otherwise makes his/her presence known, the wearer must leave the shadows.

PARAMÈTRES : 

Capacités d'équipement : 
- Camouflage dans l'ombre : +50 %

Poids : 3
CLCK24
Cloak of Reflection
Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms.

STATISTICS:

Equipped abilities:
– Electrical Resistance: 100%
– Reflects all electrical damage back to the source

Weight: 3
Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à l'électricité : Passe à 100 %
- Renvoie les éclairs

Poids : 3
CLCK25
Cloak of the Stars
Thalanta the Fair created many types of cloaks, all known as Cloaks of the Stars. This particular version is simple, with three stars down each sleeve. Once per day, each star can be removed and thrown as a dart. The star disappears, only to return the next day.

STATISTICS:

Charge abilities:
– Create six +5 darts once per day

Weight: 3
Thalanta the Fair created many types of cloaks, all known as Cloaks of the Stars. This particular version is simple, with three stars down each sleeve. Once per day, each star can be removed and thrown as a dart. The star disappears, only to return the next day.

PARAMÈTRES : 

Capacités de charge : 
- Crée 6 "Dart +5" dans l'inventaire du porteur pendant 1 seconde (1 fois par jour)

Poids : 3
CLCK26
Cloak of Mirroring
Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water." Its true enchantment becomes apparent when the wearer is attacked directly by magic, and all damage caused by spell effects is deflected harmlessly away.

STATISTICS:

Equipped abilities:
– Deflects all spell damage. This includes offensive spells like Magic Missile, but not disabling (non-damage) spells such as Hold Person.

Weight: 3
Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water." Its true enchantment becomes apparent when the wearer is attacked directly by magic, and all damage caused by spell effects is deflected harmlessly away.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Abi-Dalzim's Horrid Wilting
- Immunité au sort Slow
- Immunité au sort Meteor Swarm
- Immunité au sort Incendiary Cloud
- Immunité au sort Delayed Blast Fireball
- Immunité au sort Globe of Blades
- Immunité au sort Fire Storm
- Immunité au sort Death Fog
- Immunité au sort Blade Barrier
- Immunité au sort Cloudkill
- Immunité au sort Skull Trap
- Immunité au sort Unholy Blight
- Immunité au sort Holy Smite
- Immunité au sort Glyph of Warding
- Immunité au sort Call Lightning
- Immunité aux sorts de dégâts offensif

Poids : 3
CLCK27
Cloak of the Sewers
For a sewer-dweller like Ivan, survival meant going where others refused. Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate that he found natural caves, some of which opened to the ocean. Within one cave, Ivan discovered what he thought was a ruined cloak, all torn and stained. He tossed it into the fire he started, but it would not burn. Curious, he donned it, and with some prying, he discovered its hidden abilities. With the right command, he could shift into a rat, a troll, or a mustard jelly.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Charge abilities:
– Polymorph Self once per day
  Special: The wearer can change into a rat, a troll, or a mustard jelly

Weight: 3
For a sewer-dweller like Ivan, survival meant going where others refused. Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate that he found natural caves, some of which opened to the ocean. Within one cave, Ivan discovered what he thought was a ruined cloak, all torn and stained. He tossed it into the fire he started, but it would not burn. Curious, he donned it, and with some prying, he discovered its hidden abilities. With the right command, he could shift into a rat, a troll, or a mustard jelly.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1

Capacités de charge : 
- Rat (1 fois par jour)
- Troll (1 fois par jour)
- Mustard Jelly (1 fois par jour)

Poids : 3
CLCK29
Robe of the Apprenti
This robe was created by your apprentices, working busily away within the planar sphere.

STATISTICS:

Equipped abilities:
– Armor Class: 3

Weight: 3
This robe was created by your apprentices, working busily away within the planar sphere.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 3

Poids : 3
CLCK30
Cloak of Bravery
This cloak is an evil thing, albeit powerful. Made from the poorly stitched together skin of innocent nymphs, this cloak grants the wearer immunity to fear and panic.

STATISTICS:

Equipped abilities:
– Immunity to fear and panic

Weight: 3
This cloak is an evil thing, albeit powerful. Made from the poorly stitched together skin of innocent nymphs, this cloak grants the wearer immunity to fear and panic.

PARAMÈTRES : 

Capacités d'équipement : 
- Le moral du porteur reste au plus haut
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique

Poids : 3
CLCK31
Improved Cloak of Protection +2
The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many forms—including hiding from view and running away. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Charge abilities:
– Improved Haste once per day
  Duration: 23 rounds
  Area of Effect: The user

– Improved Invisibility once per day
  Duration: 23 rounds
  Area of Effect: The user

Weight: 3
The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many forms—including hiding from view and running away. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +2

Capacités de charge : 
- Improved Haste (1 fois par jour)
- Improved Invisibility (1 fois par jour)

Poids : 3
CLCK32
Montolio's Cloak
This is the fabled cloak of Montolio DeBrouchee—the aged, blind mentor of the dark elf ranger Drizzt Do'Urden. Like his famous pupil, Montolio was a master at wielding two blades simultaneously.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– THAC0: +2 bonus with off hand

Weight: 3
This is the fabled cloak of Montolio DeBrouchee—the aged, blind mentor of the dark elf ranger Drizzt Do'Urden. Like his famous pupil, Montolio was a master at wielding two blades simultaneously.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- TAC0 de la main secondaire : +2
- Jets de sauvegarde : +1

Poids : 3
CLOLTH
Dark Elven Chain +1
Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by Thieves with few penalties and by Fighter/Mages without removing their spellcasting ability.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

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

Weight: 8
Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by Thieves with few penalties and by Fighter/Mages without removing their spellcasting ability.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 4
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %

Poids : 8

Nécessite : 
- Force : 5
COMPON05
Roranach's Horn
This helm is carved from the horn of a great ram. Etchings on the horn suggest the beast was once worshipped by ancient barbarian tribes.

STATISTICS:

Equipped abilities:
– Protects against critical hits
– Crushing Resistance: +50%

Weight: 1
This helm is carved from the horn of a great ram. Etchings on the horn suggest the beast was once worshipped by ancient barbarian tribes.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Résistance aux dégâts contondants : +50 %

Poids : 1
COMPON11
Montolio's Clasp
This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of the famous drow ranger Drizzt Do'Urden. It hums with the powerful enchantments locked within.

STATISTICS:

Weight: 1
This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of the famous drow ranger Drizzt Do'Urden. It hums with the powerful enchantments locked within.

PARAMÈTRES : 

Poids : 1
COMPON16
Montolio's Cloak
The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden undoubtedly possesses powerful abilities. However, since this cloak is missing the enchanted clasp which keeps it in place, it is virtually useless.

STATISTICS:

Weight: 3
The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden undoubtedly possesses powerful abilities. However, since this cloak is missing the enchanted clasp which keeps it in place, it is virtually useless.

PARAMÈTRES : 

Poids : 3
COMPON17
Circlet of Netheril
This thin circlet of gold appears too simple and plain to be a crown. Although unadorned with gems, there are arcane and cryptic symbols etched along the surface—hinting at hidden power within the golden circlet.

STATISTICS:

Weight: 1
This thin circlet of gold appears too simple and plain to be a crown. Although unadorned with gems, there are arcane and cryptic symbols etched along the surface—hinting at hidden power within the golden circlet.

PARAMÈTRES : 

Poids : 1
DAGG02
Dagger +1
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. This dagger is magical, improving speed, accuracy, and damage.

STATISTICS:

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

Weight: 1
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. This dagger is magical, improving speed, accuracy, and damage.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d4 +1
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG03
Heart of the Golem +2
There are no records of this weapon's creator. Nevertheless, its existence can be traced back among thieves and murderers to before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history.

STATISTICS:

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

Weight: 1
There are no records of this weapon's creator. Nevertheless, its existence can be traced back among thieves and murderers to before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG04
The Grave Binder +2
Longtooth: The Grave Binder 
Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 2
Longtooth: The Grave Binder 
Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 3
DAGG09
Werebane +1
This +1 dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven Ranger who wished to rid her homeland of its werejackal problem, forged the dagger. She was killed by a tribe of orcs in the Graypeak Mountains as she tracked the werejackal leader.

STATISTICS:

THAC0: +1, +4 vs. lycanthropes
Damage: 1d4+1, +4 vs. lycanthropes
Damage type: Piercing
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
This +1 dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven Ranger who wished to rid her homeland of its werejackal problem, forged the dagger. She was killed by a tribe of orcs in the Graypeak Mountains as she tracked the werejackal leader.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +4 contre les loups-garous
- TAC0 : +3 contre les loups-garous

Capacités de combat : 
- Inflige 3 points de dégâts perforants supplémentaires contre les loups-garous

Enchantement : +1
TAC0 : +1
Dégâts : 1d4 +1
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG10
Soultaker Dagger
This dagger weighs heavily in your hand and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illumination and still be so deathly black at its core, you do not know.

STATISTICS:

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

Weight: 1
This dagger weighs heavily in your hand and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illumination and still be so deathly black at its core, you do not know.

PARAMÈTRES : 

Dégâts : 1d4 
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG11
Boomerang Dagger +2
Fullen Woolspinner, an ambitious halfling from a well-to-do family, left his home to spend several years adventuring. During his travels, he ended up staying with a family of dwarven weaponsmiths. Much impressed by their throwing axes, which always returned to the hands of their wielder, Fullen sought to make a dagger that could do the same. With the help of his dwarven friends, he succeeded, creating several of the famous Fullen Boomerang daggers.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 2d4+2
Damage type (melee): Piercing
Damage type (thrown): Missile
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
Fullen Woolspinner, an ambitious halfling from a well-to-do family, left his home to spend several years adventuring. During his travels, he ended up staying with a family of dwarven weaponsmiths. Much impressed by their throwing axes, which always returned to the hands of their wielder, Fullen sought to make a dagger that could do the same. With the help of his dwarven friends, he succeeded, creating several of the famous Fullen Boomerang daggers.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : +1

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1

Capacités de combat (Melee) : 

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 1

Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG12
Firetooth +3
Dagger of Throwing +3: Firetooth
This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings."

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +3
Damage: 2d4+3, +1d2 fire damage
Damage type (melee): Piercing
Damage type (thrown): Missile
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
Dagger of Throwing +3: Firetooth
This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings."

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : +1

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur
- Inflige 1d2 points de dégâts de feu supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1

Capacités de combat (Melee) : 
- Inflige 1d2 points de dégâts de feu supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Perforant
Facteur de vitesse : 1

Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG13
Pixie Prick +3
The Pixie Prick almost appears to be a toy, so fine and delicate is the workmanship of the blade and handle. Yet when wielded and the command word "Sleep" intoned, the tiny dagger glows with a blue nimbus. Upon striking an opponent, the Pixie Prick releases a surge of powerful magic, potentially inducing a deep slumber. Legends say that the ancient sprite knight Alfonso de Noble wielded the Pixie Prick, not as a dagger but as a two-handed sword.

STATISTICS:

Combat abilities:
– Hit target must save vs. Poison or fall asleep for 2 rounds

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

Weight: 1
The Pixie Prick almost appears to be a toy, so fine and delicate is the workmanship of the blade and handle. Yet when wielded and the command word "Sleep" intoned, the tiny dagger glows with a blue nimbus. Upon striking an opponent, the Pixie Prick releases a surge of powerful magic, potentially inducing a deep slumber. Legends say that the ancient sprite knight Alfonso de Noble wielded the Pixie Prick, not as a dagger but as a two-handed sword.

PARAMÈTRES : 

Capacités de combat : 
- Endort la cible pendant 2 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- 91 % de chance d'être inefficace contre les elfes pendant 1 seconde
- 31 % de chance d'être inefficace contre les demi-elfes pendant 1 seconde

Enchantement : +3
TAC0 : +3
Dégâts : 1d4 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG14
Boneblade +4
This seemingly simple dagger, steel blade and bone handle, is an incredibly powerful weapon. Forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. How it has made its way to you is anyone's guess.

STATISTICS:

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

Weight: 1
This seemingly simple dagger, steel blade and bone handle, is an incredibly powerful weapon. Forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. How it has made its way to you is anyone's guess.

PARAMÈTRES : 

Enchantement : +4
TAC0 : +4
Dégâts : 1d4 +4
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG15
Dagger +2
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. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. Also, since it is magical, it is capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies.

STATISTICS:

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

Weight: 1
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. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. Also, since it is magical, it is capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG17
Stiletto of Demarchess +2
Most who take up the trade of murder for hire do so for reasons other than personal pleasure, but not so the Lady Demarche. She took special pleasure in the torture of her targets... which is why she made this dagger. With but one touch of its polished blade, an opponent was rendered immobile, incapable of so much as screaming, yet the victim could watch and feel all that happened to them. While her opponent was thus held, the Lady would slowly bleed them, sometimes taking several hours before allowing her subject to succumb to the final agony of death. The Lady finally fell victim to her own evil; disarmed by a rival and struck by her own stiletto, her fate was soon sealed.

STATISTICS:

Combat abilities: 
– 20% chance per hit that the target must save vs. Death or be held for 2 rounds

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

Weight: 1
Most who take up the trade of murder for hire do so for reasons other than personal pleasure, but not so the Lady Demarche. She took special pleasure in the torture of her targets... which is why she made this dagger. With but one touch of its polished blade, an opponent was rendered immobile, incapable of so much as screaming, yet the victim could watch and feel all that happened to them. While her opponent was thus held, the Lady would slowly bleed them, sometimes taking several hours before allowing her subject to succumb to the final agony of death. The Lady finally fell victim to her own evil; disarmed by a rival and struck by her own stiletto, her fate was soon sealed.

PARAMÈTRES : 

Capacités de combat : 
- 21 % de chance de paralyser les créatures pendant 2 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG20
Life-Stealer +4
This dagger weighs heavily in your hand and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illumination and still be so deathly black at its core, you do not know.

STATISTICS:

Combat abilities:
– 15% chance per hit of draining 1 level from the target

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

Weight: 1
This dagger weighs heavily in your hand and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illumination and still be so deathly black at its core, you do not know.

PARAMÈTRES : 

Capacités de combat : 
- 16 % de chance de drainer 1 niveau à la cible de manière permanente

Enchantement : +4
TAC0 : +4
Dégâts : 1d4 +4
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG21
Dagger of the Star +4
Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is a favorite among thieves and assassins, as it will sometimes magically hide its user from the victim's sight.

STATISTICS:
   
Combat abilities:
– 5% chance of making the user go invisible for 1 turn after each successful attack

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

Weight: 1
Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is a favorite among thieves and assassins, as it will sometimes magically hide its user from the victim's sight.

PARAMÈTRES : 

Capacités de combat : 
- 6 % de chance de lancer Invisibilité sur le porteur pendant 1 tour

Enchantement : +4
TAC0 : +4
Dégâts : 1d4 +4
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG22
Dagger of the Star +5
With the star sapphires encrusting its hilt, this small blade is one of the most dangerous weapons in the realms.

STATISTICS:
   
Combat abilities:
– 15% chance of making the user go invisible for 1 turn after each successful attack
– Star Bolt: Each successful hit has a 5% chance of causing an extra 1d8 fire and 1d8 electrical damage

THAC0: +5
Damage: 1d4+5 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
With the star sapphires encrusting its hilt, this small blade is one of the most dangerous weapons in the realms.

PARAMÈTRES : 

Capacités de combat : 
- 16 % de chance de lancer Invisibilité sur le porteur pendant 1 tour
- 7 % de chance d'infliger 1d8 points de dégâts d'électricité supplémentaires
- 7 % de chance d'infliger 1d8 points de dégâts de feu supplémentaires

Enchantement : +5
TAC0 : +5
Dégâts : 1d4 +5
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG23
Ixil's Spike
This "dagger" is actually the tip of Ixil's Nail—an artifact of almost unimaginable power. Even this small piece of the legendary spear is a fierce weapon.

STATISTICS:

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

Weight: 1
This "dagger" is actually the tip of Ixil's Nail—an artifact of almost unimaginable power. Even this small piece of the legendary spear is a fierce weapon.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
DAGG24
Dagger +3
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. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. Also, since it is magical, it is capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies.

STATISTICS:

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

Weight: 0
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. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. Also, since it is magical, it is capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d4 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
DART02
Dart +1
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

STATISTICS:

THAC0: +1
Damage: 1d3+1 (missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-handed

Weight: 0
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Enchantement : +1
TAC0 : +1
Dégâts : 1d3 +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
DART03
Dart of Stunning
The Dart of Stunning looks like any other dart, other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned.

STATISTICS:

Combat abilities:
– Target must save vs. Spell or be stunned for 7 rounds

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed

Weight: 0
The Dart of Stunning looks like any other dart, other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Capacités de charge : 
- Étourdit la cible pendant 45 secondes (jet de sauvegarde contre les sorts pour éviter) (1 charge, l'objet est détruit quand la charge est utilisée)

Dégâts : 1d3 
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
DART04
Dart of Wounding
This dart is coated in a deadly poison that will immediately seep into the bloodstream if striking an opponent, with very deadly results.

STATISTICS:

Combat abilities:
– Target must save vs. Death or take 20 points of poison damage in 20 seconds

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed

Weight: 0
This dart is coated in a deadly poison that will immediately seep into the bloodstream if striking an opponent, with very deadly results.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Capacités de charge : 
- Capacité 1 (1 charge, l'objet est détruit quand la charge est utilisée)
  Inefficace contre les cibles immunisées au poison
  Inefficace contre les morts-vivants et les golems
  Empoisonne la cible et lui inflige 1 point de dégâts par seconde pendant 20 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Dégâts : 1d3 
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
DART05
Asp's Nest +1
While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield.

STATISTICS:

Combat abilities:
– Hit target must save vs. Death or take 1 point of damage every 3 seconds until 40 Hit Points of damage has been inflicted

THAC0: +1
Damage: 1d3+1 (missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-handed

Weight: 0
While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Capacités de charge : 
- Capacité 1 (1 charge, l'objet est détruit quand la charge est utilisée)
  Inefficace contre les cibles immunisées au poison
  Inefficace contre les morts-vivants et les golems
  Empoisonne la cible et lui inflige 1 point de dégâts toutes les 3 secondes pendant 2 tours (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +1
TAC0 : +1
Dégâts : 1d3 +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
DART08
Crimson Dart +3
The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +3
Damage: 1d3+3 (missile)
Speed Factor: 0
Proficiency Type: Dart
Type: One-handed

Weight: 0
The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Capacités de combat : 
- Revient dans la main du lanceur

Enchantement : +3
TAC0 : +3
Dégâts : 1d3 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
DASBOOT
The Paws of the Cheetah
Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. 

STATISTICS:

Weight: 4
Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. 

PARAMÈTRES : 

Capacités d'équipement : 
- Vol à la tire : Passe à 200 %
- Crochetage de serrures : Passe à 200 %
- Détection des illusions : Passe à 200 %
- Détection/désamorçage des pièges : Passe à 200 %
- Pose de pièges : Passe à 200 %
- Camouflage dans l'ombre : Passe à 200 %
- Furtivité : Passe à 200 %
- Connaissance : Passe à 200

Poids : 0
DWBLUN01
Drow Flail +3
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 15
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 15

Nécessite : 
- Force : 13
DWCHAN01
Drow Elven Chain +3
The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

This magical drow chain mail gives the wearer a bonus of 5% to Magic Resistance and takes 1 off of the Speed Factor of all spells cast by the wearer of the armor.

STATISTICS:

Equipped abilities:
– Magic Resistance: +5%
– Improves casting time by 1
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 5 Strength

Weight: 12
The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

This magical drow chain mail gives the wearer a bonus of 5% to Magic Resistance and takes 1 off of the Speed Factor of all spells cast by the wearer of the armor.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Vitesse d'incantation : +1
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %
- Résistance à la magie : +5 %

Poids : 12

Nécessite : 
- Force : 5
DWCHAN02
Drow Adamantine Chain +5
The sturdy craftsmanship of the drow allows them to design many beautiful yet utilitarian goods. Among these is drow chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

Armor Class: 0 (4 vs. crushing)
Requires:
 5 Strength

Weight: 12
The sturdy craftsmanship of the drow allows them to design many beautiful yet utilitarian goods. Among these is drow chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -4 contre les armes contondantes
- Classe d'armure : 0 contre les armes tranchantes
- Classe d'armure de base : 0
- Vol à la tire : -20 %
- Crochetage de serrures : -5 %
- Détection/désamorçage des pièges : -5 %
- Furtivité : -10 %

Poids : 12

Nécessite : 
- Force : 5
DWCLCK01
Drow Piwafwi Cloak
The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. Talented drow weavers have woven strands of adamantine into the cloak, thus rendering it useless if exposed to the light—the effect of which will turn the cloak to dust.

STATISTICS:

Equipped abilities:
– Move Silently: +75%
– Hide In Shadows: +75%
– Save vs. Breath: +6

Weight: 3
The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. Talented drow weavers have woven strands of adamantine into the cloak, thus rendering it useless if exposed to the light—the effect of which will turn the cloak to dust.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +6 contre les souffles
- Camouflage dans l'ombre : +75 %
- Furtivité : +75 %

Poids : 3
DWHALB01
Drow Halberd +3
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

THAC0: +3
Damage: 1d10+3 (piercing)
Speed Factor: 6
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 15
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 6
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 15

Nécessite : 
- Force : 13
DWPLAT01
Drow Full Plate +5
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This drow armor will dissolve to dust if removed from the Underdark.

STATISTICS:

Armor Class: -4 (-7 vs. slashing, piercing, and missile)
Requires:
 15 Strength

Weight: 70
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This drow armor will dissolve to dust if removed from the Underdark.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : -4
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 70

Nécessite : 
- Force : 15
DWSHLD01
Drow Shield +3
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  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

Equipped abilities:
– Armor Class: +4

Requires:
 12 Strength

Weight: 7
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  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4

Poids : 7

Nécessite : 
- Force : 12
DWSPER01
Drow Lance +3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. This drow lance is a superior version of the traditional spear, often used by drow foot soldiers.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 5
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. This drow lance is a superior version of the traditional spear, often used by drow foot soldiers.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 3
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
DWSW1H01
Drow Scimitar +3
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. 

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. 

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 10
DWSW1H02
Drow Long Sword +3
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
DWXBOW01
Drow Crossbow of Speed +3
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

Combat abilities:
– 1 extra attack per round

THAC0: +3
Damage: +3 (missile)
Speed Factor: 1
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +3
TAC0 : +3
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 8
ENMACE
Mace +3
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Mace
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 10
ENMORN
Morning Star +3
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 11
ENSTAFF
Quarterstaff +3
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 0

Nécessite : 
- Force : 5
ENSW1H01
Long Sword +3
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 6
ENSW1H02
Short Sword +3
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 5
ENSW2H
Battle Axe +3
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Axe
Type : Arme à 1 main

Poids : 0
FLOLTH
Drow Flail +3
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 15
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 15

Nécessite : 
- Force : 13
GODBOW
Shortbow
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow.

STATISTICS:

Speed Factor: 6
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the longbow.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +20
- Chances de toucher : +30
- Attaque par round : Passe à  une demi
- Résistance à la magie : +100 %
- Hâte améliorée

Capacités de combat : 
- Revient dans la main du lanceur
- Inflige 1d8 points de dégâts de feu supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : +99
Type de dégâts : Perforant / Contondant
Facteur de vitesse : 4
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 3
HALB02
Halberd +1
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (piercing or slashing)
Speed Factor: 8
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 14
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d10 +1
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 8
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 14

Nécessite : 
- Force : 13
HALB03
Suryris's Blade +2
Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryris knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing or piercing, whichever is better)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryris knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 7
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
HALB04
Dragon's Bane +3
This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerûn." Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it. The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle. This weapon did not end up in the beast's hoard, however, as the creature returned to its lair to recuperate and when it emerged, the field of combat was well scavenged.

STATISTICS:

THAC0: +3
Damage: 1d10+3, +6 vs. dragons
Damage type: Piercing
Speed Factor: 6
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerûn." Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it. The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle. This weapon did not end up in the beast's hoard, however, as the creature returned to its lair to recuperate and when it emerged, the field of combat was well scavenged.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 3 points de dégâts perforants supplémentaires contre les dragons

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 6
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
HALB05
Dragon's Breath +4
Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent, it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor, who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself. 

STATISTICS:

THAC0: +4
Damage: 1d10, +1 cold damage, +1 fire damage, +1 electrical damage, +1 acid damage, +1 poison damage
Damage type: Piercing
Speed Factor: 5
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent, it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor, who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself. 

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Inflige 1 points de dégâts de poison supplémentaires
- Inflige 1 points de dégâts d'électricité supplémentaires
- Inflige 1 points de dégâts de feu supplémentaires
- Inflige 1 points de dégâts de froid supplémentaires
- Inflige 1 points de dégâts d'acide supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d10 
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 5
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
HALB06
Blackmist +4
This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerûn. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within 5 feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he.

STATISTICS:

Charge abilities:
– Blindness three times per day (Save vs. Spell negates)
  Duration: 2 hours
  Area of Effect: 5-ft. radius

THAC0: +4
Damage: 1d10+4 (piercing)
Speed Factor: 5
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 10
This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerûn. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within 5 feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he.

PARAMÈTRES : 

Capacités de charge : 
- Blindness (3 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : 1d10 +4
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 5
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 13
HALB07
Halberd +2
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (piercing or slashing)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 7
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
HALB08
Duskblade +2
Though once a simple halberd, this weapon spent many hundreds of years in a tomb next to the soul phylactery of a powerful lich. The creature was eventually erased from existence, purportedly by another of its kind, but such close proximity to that concentrated evil has imbued this blade with the very essence of night and the chill of darkness, energy that becomes deadly in combat. It is a foul weapon, and a warrior should use it with caution. 

STATISTICS:

THAC0: +2
Damage: 1d10+2, +2 points of cold damage
Damage type: Piercing
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Though once a simple halberd, this weapon spent many hundreds of years in a tomb next to the soul phylactery of a powerful lich. The creature was eventually erased from existence, purportedly by another of its kind, but such close proximity to that concentrated evil has imbued this blade with the very essence of night and the chill of darkness, energy that becomes deadly in combat. It is a foul weapon, and a warrior should use it with caution. 

PARAMÈTRES : 

Capacités de combat : 
- Inflige 2 points de dégâts de froid supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 7
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
HALB09
Wave +4
Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of vengeance was designed to aid the cult's champion in retrieving a holy artifact from the fire giants of the Storm Horn Mountains. That was a lot of hope to place in one champion, and unfortunately the Wave had been lost ever since.

STATISTICS:

Combat abilities:  
– 15% chance of draining the victim of water (+15 cold damage)
– Slays fire elementals, efreet, and salamanders

THAC0: +4
Damage: 1d10+4 (piercing)
Speed Factor: 5
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of vengeance was designed to aid the cult's champion in retrieving a holy artifact from the fire giants of the Storm Horn Mountains. That was a lot of hope to place in one champion, and unfortunately the Wave had been lost ever since.

PARAMÈTRES : 

Capacités de combat : 
- Tue instantanément les efrits nobles
- Tue instantanément les efrits
- Tue instantanément les élémentaires de feu
- 16 % de chance d'infliger 15 points de dégâts de froid supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d10 +4
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 5
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
HALB10
Ravager +4
Taking the blood-soaked shaft of this weapon in hand brings a sudden chill along your spine. The origins of this gruesome halberd are unknown, though the very sight of it has been know to strike terror into the heart of an opponent.

STATISTICS:

Charge abilities:
– Cloak of Fear twice per day
  Special: Affected enemies flee in terror for 4 rounds (Save vs. Spell negates)
  Range: 0
  Duration: Instant
  Area of Effect: 15-ft. radius

THAC0: +4
Damage: 1d10+4 (piercing)
Speed Factor: 5
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Taking the blood-soaked shaft of this weapon in hand brings a sudden chill along your spine. The origins of this gruesome halberd are unknown, though the very sight of it has been know to strike terror into the heart of an opponent.

PARAMÈTRES : 

Capacités de charge : 
- Cloak of Fear (2 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : 1d10 +4
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 5
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
HALB11
Ravager +6
Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow—unless they can survive the sudden loss of their head.

STATISTICS:

Charge abilities:
– Cloak of Fear three times per day
  Special: Affected enemies flee in terror for 4 rounds (Save vs. Spell negates)
  Range: 0
  Duration: Instant
  Area of Effect: 15-ft. radius

Combat abilities:
– Hit target must save vs. Poison or suffer 3d6 points of poison damage
– 10% chance of decapitating opponent with each successful attack

THAC0: +6
Damage: 1d10+6 (piercing)
Speed Factor: 3
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 10
Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow—unless they can survive the sudden loss of their head.

PARAMÈTRES : 

Capacités de charge : 
- Cloak of Fear (3 fois par jour)

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Inflige 3d6 points de dégâts de poison supplémentaires (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- 11 % de chance de tuer instantanément la cible

Enchantement : +6
TAC0 : +6
Dégâts : 1d10 +6
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 3
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 13
HALB12
Halberd +3
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

STATISTICS:

THAC0: +3
Damage: 1d10+3 (piercing)
Speed Factor: 6
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 11
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 6
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 11

Nécessite : 
- Force : 13
HALBRD01
Halberd
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

Combat abilities:
– 3 points of damage (piercing) inflicted to the wielder upon every successful hit

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

PARAMÈTRES : 

Dégâts : 1d10 
Type de dégâts : Perforant
Facteur de vitesse : 9
Type de compétence : Large Sword
Type : Arme à 2 mains

Poids : 15

Nécessite : 
- Force : 13
HAMM01
War Hammer
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 examples of this—the war hammer is another. The horseman's war hammer is the descendent 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 eighteen inches long.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
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 examples of this—the war hammer is another. The horseman's war hammer is the descendent 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 eighteen inches long.

PARAMÈTRES : 

Dégâts : 1d4 +1
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 9
HAMM02
War Hammer +1
Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an eighteen inch shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

STATISTICS:

THAC0: +1
Damage: 1d4+2 (crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an eighteen inch shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 9
HAMM03
Ashideena +2
Lady Ashideena was a remarkable strategist who honed her skills against the orc armies in the Year of the Black Horde. She met Dergat Wiltoon—the warrior that wielded this weapon—when he foiled an ambush led by the great orc Varstok, and soon after made him her Field Captain. After serving at each other's side for the entirety of the war they fell in love and eventually married. Historians report that Dergat named his war hammer after his bride to remind himself of the love he fought to protect. What Lady Ashideena thought of this is unknown.

STATISTICS:

THAC0: +2
Damage: 1d4+3, +1 electrical damage
Damage type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 5
Lady Ashideena was a remarkable strategist who honed her skills against the orc armies in the Year of the Black Horde. She met Dergat Wiltoon—the warrior that wielded this weapon—when he foiled an ambush led by the great orc Varstok, and soon after made him her Field Captain. After serving at each other's side for the entirety of the war they fell in love and eventually married. Historians report that Dergat named his war hammer after his bride to remind himself of the love he fought to protect. What Lady Ashideena thought of this is unknown.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts d'électricité supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 9
HAMM04
The Kneecapper +1
The Kneecapper, or "The Capper" as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands.

STATISTICS:

THAC0: +1, +4 vs. giant humanoids
Damage: 1d4+2, +5 vs. giant humanoids
Damage type: Crushing
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-handed
Requires:
 10 Strength

Weight: 8
The Kneecapper, or "The Capper" as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +4 contre les géants
- TAC0 : +3 contre les géants

Capacités de combat : 
- Inflige 3 points de dégâts contondants supplémentaires contre les géants

Enchantement : +1
TAC0 : +1
Dégâts : 1d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 10
HAMM05
Borok's Fist +2
Borok Thundercracker was a dwarven hero that led several campaigns against giants and other "tall vermin" that had plagued his people in a number of their communities. This hammer was his blessed weapon, which his elven allies called his "little iron fist," though not to his face.

STATISTICS:

THAC0: +2
Damage: 1d4+3, +1 electrical damage
Damage type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 5
Borok Thundercracker was a dwarven hero that led several campaigns against giants and other "tall vermin" that had plagued his people in a number of their communities. This hammer was his blessed weapon, which his elven allies called his "little iron fist," though not to his face.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts d'électricité supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 9
HAMM06
Dwarven Thrower +3
This hammer—not to be confused with the elven made Dwarf Thrower—is only usable by dwarves. In the capable hands of a dwarven warrior, the hammer may be thrown at an opponent. The magic in the hammer draws it back to the hand of its wielder. If it hits an opponent, it does double the normal damage that a hammer would normally do. Against giants and ogres, the hammer does an additional +8 damage due to the special hatred that dwarves hold against these races.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +3
Damage: 2d4+3, +8 extra vs. giants and ogres
Damage type (melee): Crushing
Damage type (thrown): Missile
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 4
This hammer—not to be confused with the elven made Dwarf Thrower—is only usable by dwarves. In the capable hands of a dwarven warrior, the hammer may be thrown at an opponent. The magic in the hammer draws it back to the hand of its wielder. If it hits an opponent, it does double the normal damage that a hammer would normally do. Against giants and ogres, the hammer does an additional +8 damage due to the special hatred that dwarves hold against these races.

PARAMÈTRES : 

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur
- Inflige 8 points de dégâts contondants supplémentaires contre les géants
- Inflige 8 points de dégâts contondants supplémentaires contre les ogres

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1

Capacités de combat (Melee) : 
- Inflige 8 points de dégâts de projectiles supplémentaires contre les géants
- Inflige 8 points de dégâts de projectiles supplémentaires contre les ogres

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 1

Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 9
HAMM07
Hammer of Thunderbolts +3
A dwarven smith, Silverblade, forged this hammer and two other items: a girdle of frost giant strength and a pair of gauntlets of ogre power. His intention was to gift them to his son, who was then a high officer in the dwarven armies, fighting the giant and ogre tribes of the area. Unfortunately, Silverblade's son died just after the completion of the three items and before they could be gifted to him. In grief, Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts, he went to battle against the giant folk. He died valiantly.

Alone, the Hammer of Thunderbolts is a powerful magical weapon, but when merged with the gauntlets of ogre power and the girdle of frost giant strength, the hammer is transformed. This transformation requires magical assistance. The Hammer of Thunderbolts is then capable of doing an additional +8 damage as well as instantly killing any giant or ogre that it strikes.

STATISTICS:

THAC0: +3
Damage: 2d4+3 (crushing)
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed
Requires:
 18 Strength

Weight: 4
A dwarven smith, Silverblade, forged this hammer and two other items: a girdle of frost giant strength and a pair of gauntlets of ogre power. His intention was to gift them to his son, who was then a high officer in the dwarven armies, fighting the giant and ogre tribes of the area. Unfortunately, Silverblade's son died just after the completion of the three items and before they could be gifted to him. In grief, Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts, he went to battle against the giant folk. He died valiantly.

Alone, the Hammer of Thunderbolts is a powerful magical weapon, but when merged with the gauntlets of ogre power and the girdle of frost giant strength, the hammer is transformed. This transformation requires magical assistance. The Hammer of Thunderbolts is then capable of doing an additional +8 damage as well as instantly killing any giant or ogre that it strikes.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 18
HAMM08
War Hammer +2
Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel and has a shaft about eighteen inches long. Powerful magical energy flows through this weapon, though its origins are nondescript.

STATISTICS:

THAC0: +2
Damage: 1d4+3 (crushing)
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 5
Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel and has a shaft about eighteen inches long. Powerful magical energy flows through this weapon, though its origins are nondescript.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 9
HAMM09
Crom Faeyr +5
This is the true name that the dwarven weaponsmith, Silverblade, gave to the weapon he intended to create for his son. Alas, his son died before the weapon was ever completed, but here it stands complete... forged from the combined magic of the original hammer with the gauntlets of ogre power and a girdle of frost giant strength. Crom Faeyr gifts its users with all the powers of the original Hammer of Thunderbolts, in addition to enormous strength and the ability to kill golems, ettins, and trolls in one blow.

STATISTICS:

Equipped abilities:
– Strength: 25

Combat abilities:
– Slays stone golems, clay golems, ettins, and trolls

THAC0: +5
Damage: 2d4+3, +5 electrical
Damage type: Crushing
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed

Weight: 4
This is the true name that the dwarven weaponsmith, Silverblade, gave to the weapon he intended to create for his son. Alas, his son died before the weapon was ever completed, but here it stands complete... forged from the combined magic of the original hammer with the gauntlets of ogre power and a girdle of frost giant strength. Crom Faeyr gifts its users with all the powers of the original Hammer of Thunderbolts, in addition to enormous strength and the ability to kill golems, ettins, and trolls in one blow.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 25

Capacités de combat : 
- Inflige 5 points de dégâts d'électricité supplémentaires
- Tue instantanément les trolls
- Tue instantanément les golems d'argile
- Tue instantanément les golems de pierre
- Tue instantanément les ettins

Enchantement : +5
TAC0 : +5
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 4
HAMM10
Runehammer +4
This darksteel hammer has a rune of power inscribed upon its head and has many of the powers of a Mace of Disruption.

STATISTICS:

Equipped abilities:
– Negative Plane Protection   

Combat abilities:
– Undead take an extra 2d4+4 crushing damage and must save vs. Death at -4 or be utterly destroyed

THAC0: +4
Damage: 2d4+4 (crushing)
Speed Factor: 0
Proficiency Type: War Hammer
Type: One-handed
Requires:
 16 Strength

Weight: 3
This darksteel hammer has a rune of power inscribed upon its head and has many of the powers of a Mace of Disruption.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au drain de niveaux

Capacités de combat : 
- Inflige 2d4 +4 points de dégâts contondants supplémentaires contre les morts-vivants
- Tue instantanément les morts-vivants (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +4
TAC0 : +4
Dégâts : 2d4 +4
Type de dégâts : Contondant
Facteur de vitesse : 0
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 16
HAMM11
Runehammer +5
The rune of Clangeddin is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon.

STATISTICS:

Equipped abilities
– Negative Plane Protection
– Immunity to fear

Charge abilities:
– Fire Giant Strength once per day
  Strength: 22
  Duration: 1 turn
  Area of Effect: The user

– Mass Cure once per day
  Special: Heals party members 1d8+20 Hit Points
  Area of Effect: 15-ft. radius
  
Combat abilities:
– Undead take an extra 2d4+5 crushing damage and must save vs. Death at -4 or be utterly destroyed

THAC0: +5
Damage: 2d4+5 (crushing)
Speed Factor: 0
Proficiency Type: War Hammer
Type: One-handed
Requires:
 16 Strength

Weight: 2
The rune of Clangeddin is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon.

PARAMÈTRES : 

Capacités d'équipement : 
- Le moral du porteur reste au plus haut
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique
- Immunité au drain de niveaux

Capacités de charge : 
- Fire Giant Strength (1 fois par jour)
- Mass Cure (1 fois par jour)

Capacités de combat : 
- Inflige 2d4 +5 points de dégâts contondants supplémentaires contre les morts-vivants
- Tue instantanément les morts-vivants (jet de sauvegarde à -4 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +5
TAC0 : +5
Dégâts : 2d4 +5
Type de dégâts : Contondant
Facteur de vitesse : 0
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 16
HAMM12
War Hammer +3
Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel and has a shaft about eighteen inches long. Powerful magical energy flows through this weapon, though its origins are nondescript.

STATISTICS:

THAC0: +3
Damage: 1d4+4 (crushing)
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 4
Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel and has a shaft about eighteen inches long. Powerful magical energy flows through this weapon, though its origins are nondescript.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d4 +4
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 9
HELM02
Helm of Opposite Alignment
The cursed Helm of Opposite Alignment is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent solar, the multiverse, as we know it, will surely meet an abrupt and painful end.

STATISTICS:

Equipped abilities:
– Alignment will become opposite 
– Protects against critical hits
– May only be removed with a Remove Curse spell

Weight: 2
The cursed Helm of Opposite Alignment is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent solar, the multiverse, as we know it, will surely meet an abrupt and painful end.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Inverse l'alignement du porteur

Poids : 2
HELM03
Helm of the Noble +1
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Charisma: +1
– Protects against critical hits

Weight: 2
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +1
- Charisme : +1

Poids : 2
HELM04
Gift of Peace
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Cold Resistance: +20%
– Fire Resistance: +20%
– Electrical Resistance: +20%
– Protects against critical hits

Weight: 3
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Jets de sauvegarde : +1
- Résistance au feu : +20 %
- Résistance au froid : +20 %
- Résistance à l'électricité : +20 %

Poids : 3
HELM05
The Eyes of Truth
Helm of Infravision: The Eyes of Truth 
Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attribute her gathered wealth solely to its power, though likely it was as much her keen eyes as anything.

STATISTICS:

Equipped abilities:
– Infravision up to 120 ft.
– Protects against critical hits

Weight: 3
Helm of Infravision: The Eyes of Truth 
Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attribute her gathered wealth solely to its power, though likely it was as much her keen eyes as anything.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Infravision

Poids : 3
HELM06
Helm of Charm Protection
As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference.

STATISTICS:

Equipped abilities:
– Protects against critical hits 
– Wearer is immune to Charm

Weight: 4
As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Immunité aux charmes

Poids : 4
HELM07
Helm of Balduran
The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined.

STATISTICS:

Equipped abilities:
– THAC0: +1
– Armor Class: +1
– Saving Throws: +1
– Hit Points: +5 
– Protects against critical hits

Weight: 1
The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +1
- TAC0 : +1
- Jets de sauvegarde : +1
- Points de vie maximum : +5

Poids : 1
HELM08
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. This is the standard helm used by Amnian soldiers.

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. This is the standard helm used by Amnian soldiers.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
HELM09
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
HELM10
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. Colored brushes adorn both sides of this helm.

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. Colored brushes adorn both sides of this helm.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
HELM11
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
HELM12
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
HELM13
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. Colored brushes adorn both sides of this helm.

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. Colored brushes adorn both sides of this helm.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
HELM14
Kiel's Helmet
This is the helmet worn by Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical.

STATISTICS:

Equipped abilities:
– Protects against critical hits
– Protects against all forms of panic and boosts morale

Weight: 2
This is the helmet worn by Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Le moral du porteur reste au plus haut
- Immunité à la peur
- Immunité à la panique
- Immunité à l'horreur

Poids : 2
HELM16
Helm of Brilliance
This helm is made of polished steel and set with diamonds, rubies, and fire opals. The gems glow with an internal light, the source of which can only be magical. The helm makes the wearer resistant to fire as well as giving the wearer some spell abilities. These include Fireball, Prismatic Spray, and Sunray.

STATISTICS:

Equipped abilities:
– Fire Resistance: +40%
– Protects against critical hits

Charge abilities:
– Fireball once per day
  Damage: 6d6 fire (Save vs. Wand for half)
  Range: 90 ft.
  Area: 15-ft. radius

– Prismatic Spray once per day
  Effects vary as per the 7th-level wizard spell

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

Weight: 2
This helm is made of polished steel and set with diamonds, rubies, and fire opals. The gems glow with an internal light, the source of which can only be magical. The helm makes the wearer resistant to fire as well as giving the wearer some spell abilities. These include Fireball, Prismatic Spray, and Sunray.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Résistance au feu : +40 %

Capacités de charge : 
- Fireball (1 fois par jour)
- Prismatic Spray (1 fois par jour)
- Sunray (1 fois par jour)

Poids : 2
HELM17
Skull of Death
The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the bones of his own parents. His highest ranked general would wear it when he rode into battle, using it to instantly slay the commanders of the opposing army. After that, the skeletal armies of N'Ashtar would overrun their demoralized enemies. When N'Ashtar finally fell, the Skull of Death was supposedly destroyed.

STATISTICS:

Equipped abilities:
– Protects against critical hits

Charge abilities:
– Death Spell once per day
  Slays creatures with fewer than 9 Hit Dice
  Range: 50 ft.
  Area of Effect: 15-ft. radius

Weight: 2
The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the bones of his own parents. His highest ranked general would wear it when he rode into battle, using it to instantly slay the commanders of the opposing army. After that, the skeletal armies of N'Ashtar would overrun their demoralized enemies. When N'Ashtar finally fell, the Skull of Death was supposedly destroyed.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Capacités de charge : 
- Death Spell (comme un lanceur de sorts de niveau 10) (1 fois par jour)

Poids : 2
HELM18
Pearly White Ioun Stone
Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer the ability to regenerate at a rate of 1 Hit Point every 5 rounds.

STATISTICS:

Equipped abilities:
– Regenerate 1 Hit Point every 5 rounds

Weight: 0
Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer the ability to regenerate at a rate of 1 Hit Point every 5 rounds.

PARAMÈTRES : 

Capacités d'équipement : 
- Régénère 1 point de vie toutes les 30 secondes

Poids : 0
HELM19
Dusty Rose Ioun Stone
This ioun stone glows with a dusty rose hue, hinting at calming images and sensations. While pleasing, it does not appear to enhance the basic protection enchantment upon it.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Weight: 0
This ioun stone glows with a dusty rose hue, hinting at calming images and sensations. While pleasing, it does not appear to enhance the basic protection enchantment upon it.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1

Poids : 0
HELM20
Pale Green Ioun Stone
On his deathbed, aged hero Rigar Trueblood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green ioun stone now holds these essences and grants the owner Trueblood's health and skill.

STATISTICS:

Equipped abilities:
– THAC0: +1
– Hit Points: +10%

Weight: 0
On his deathbed, aged hero Rigar Trueblood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green ioun stone now holds these essences and grants the owner Trueblood's health and skill.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +1
- Points de vie maximum : +10 %

Poids : 0
HELM21
Dragon Helm
The skillful hand of the warlock Wormsor carefully worked several dragon scales into this powerful helmet. Red, white, and green scales overlap, protecting the wearer from normal blows as well as fire, cold, and electricity. It is hard to determine whether the benefits originate within the scales or the spells of the mage.

STATISTICS:

Equipped abilities:
– Protects against critical hits
– Cold Resistance: +25%
– Fire Resistance: +25%
– Electrical Resistance: +25%

Weight: 2
The skillful hand of the warlock Wormsor carefully worked several dragon scales into this powerful helmet. Red, white, and green scales overlap, protecting the wearer from normal blows as well as fire, cold, and electricity. It is hard to determine whether the benefits originate within the scales or the spells of the mage.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Résistance au feu : +25 %
- Résistance au froid : +25 %
- Résistance à l'électricité : +25 %

Poids : 2
HELM22
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. This is the standard helm used by Amnian soldiers.

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. This is the standard helm used by Amnian soldiers.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
HELM23
Golden Ioun Stone
Highly sought out by wizards, this ioun stone raises the intelligence of those who possess it.

STATISTICS:

Equipped abilities:
– Intelligence: +1

Weight: 0
Highly sought out by wizards, this ioun stone raises the intelligence of those who possess it.

PARAMÈTRES : 

Capacités d'équipement : 
- Intelligence : +1

Poids : 0
HELM24
Obsidian Ioun Stone
The tough obsidian stone imbues its owner with a similar hardiness.

STATISTICS:

Equipped abilities:
– Constitution: +1

Weight: 0
The tough obsidian stone imbues its owner with a similar hardiness.

PARAMÈTRES : 

Capacités d'équipement : 
- Constitution : +1

Poids : 0
HELM25
Silver Ioun Stone
Perhaps the silver and gray in this stone hints at the knowledge that only comes with age and experience.

STATISTICS:

Equipped abilities:
– Wisdom: +1

Weight: 0
Perhaps the silver and gray in this stone hints at the knowledge that only comes with age and experience.

PARAMÈTRES : 

Capacités d'équipement : 
- Sagesse : +1

Poids : 0
HELM26
Lavender Ioun Stone
The bright lavender hue of this stone dances and sparkles, as if the stone itself were alive. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Save vs. Death: +4

Weight: 0
The bright lavender hue of this stone dances and sparkles, as if the stone itself were alive. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +4 contre la paralysie, la mort et les poisons

Poids : 0
HELM27
Bronze Ioun Stone
The powerful enchantments on this ioun stone make it a treasure eagerly sought after by wizards.

STATISTICS:

Equipped abilities:
– Can memorize one extra 7th-level wizard spell

Weight: 0
The powerful enchantments on this ioun stone make it a treasure eagerly sought after by wizards.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort profane supplémentaire de niveau 7

Poids : 0
HELM28
Circlet of Netheril
Combined with the bronze ioun stone, the Circlet of Netheril is a great boon to any practitioner of the arcane arts. Of course, something so valuable is likely to attract unwanted attention from rival mages... 

STATISTICS:

Equipped abilities:
– Hit Points: +10
– Can memorize one extra 7th- and 8th-level wizard spell

Weight: 1
Combined with the bronze ioun stone, the Circlet of Netheril is a great boon to any practitioner of the arcane arts. Of course, something so valuable is likely to attract unwanted attention from rival mages... 

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort profane supplémentaire de niveau 8
- Mémorisation d'un sort profane supplémentaire de niveau 7
- Points de vie maximum : +10

Poids : 1
HELM29
Thieves' Hood
Although this hood does not confer any noticeable advantages on its wearer, it does have an aura of latent magic.

STATISTICS:

Weight: 2
Although this hood does not confer any noticeable advantages on its wearer, it does have an aura of latent magic.

PARAMÈTRES : 

Poids : 2
HELM30
Thieves' Hood
There is no honor among thieves. Perhaps that is why the Thieves' Hood has been imbued with magical properties to protect the wearer from their own ilk.

STATISTICS:

Equipped abilities:
– Immunity to backstab and poison

Charge abilities:
– True Sight three times per day
  Duration: 1 turn

Weight: 2
There is no honor among thieves. Perhaps that is why the Thieves' Hood has been imbued with magical properties to protect the wearer from their own ilk.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance aux poisons : +100 %
- Immunité aux poisons
- Immunité aux attaques sournoises

Capacités de charge : 
- True Sight (3 fois par jour)

Poids : 2
HELM31
Helm of the Rock
This helm grants a warrior immunities far beyond mere physical protections. It is obvious there once used to be a set of horns protruding from the metal cap, though the horns and any magic associated with them have long since disappeared.

STATISTICS:

Equipped abilities:
– Protects against critical hits
– Cold Resistance: +25%
– Fire Resistance: +25%
– Acid Resistance: +25%
– Electrical Resistance: +25%
– Poison Resistance: +25%

Weight: 2
This helm grants a warrior immunities far beyond mere physical protections. It is obvious there once used to be a set of horns protruding from the metal cap, though the horns and any magic associated with them have long since disappeared.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Résistance au feu : +25 %
- Résistance au froid : +25 %
- Résistance à l'électricité : +25 %
- Résistance aux poisons : +25 %
- Résistance à l'acide : +25 %

Poids : 2
HELM32
Helm of the Rock
With the addition of the horns, the Helm of the Rock is even more powerful. Generals and military leaders can command both fear and respect simply by wearing this helm.

STATISTICS:

Equipped abilities:
– Protects against critical hits
– Cold Resistance: +25%
– Fire Resistance: +25%
– Acid Resistance: +25%
– Electrical Resistance: +25%
– Poison Resistance: +25%

Charge abilities:
– Aura of Command three times per day (Save vs. Spell at -2 negates)
  Special: Target flees in terror
  Range: 40 ft.
  Duration: 5 rounds
  Area of Effect: 1 creature

Weight: 2
With the addition of the horns, the Helm of the Rock is even more powerful. Generals and military leaders can command both fear and respect simply by wearing this helm.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Résistance au feu : +25 %
- Résistance au froid : +25 %
- Résistance à l'électricité : +25 %
- Résistance aux poisons : +25 %
- Résistance à l'acide : +25 %

Capacités de charge : 
- Aura of Command (3 fois par jour)

Poids : 2
HELM33
Gold Horned Helm
A typical golden helm used by Balthazar's mercenaries.

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 1
A typical golden helm used by Balthazar's mercenaries.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 1
HELM34
Wong Fei's Ioun Stone
This ioun stone was said to be a gift given to the Shou-ling monk Wong Fei Hung by the Kara-Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the ioun stone upon him. The stone disappeared when Wong Fei died.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Hit Points: +15
– Regenerate 1 Hit Point/round

Weight: 0
This ioun stone was said to be a gift given to the Shou-ling monk Wong Fei Hung by the Kara-Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the ioun stone upon him. The stone disappeared when Wong Fei died.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Régénère 1 point de vie toutes les 6 secondes
- Points de vie maximum : +15

Poids : 0
HGWRA02
Robe of the Good Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +1
- Résistance à la magie : +5 %

Poids : 6
HLOLTH
Handmaiden's Mace +2
This mace has been crafted finely by the drow and specially treated to survive the glare of the sun. It was made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact.

The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight.

STATISTICS:

Combat abilities:
– Hit target must save vs. Poison or suffer 2 points of damage per round for 1 turn

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 9 Strength

Weight: 7
This mace has been crafted finely by the drow and specially treated to survive the glare of the sun. It was made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact.

The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Empoisonne la cible et lui inflige 1 point de dégâts toutes les 3 secondes pendant 1 tour (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Mace
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 9
IHAMM01
War Hammer
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 examples of this—the war hammer is another. The horseman's war hammer is the descendent 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 eighteen inches long.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
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 examples of this—the war hammer is another. The horseman's war hammer is the descendent 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 eighteen inches long.

PARAMÈTRES : 

Dégâts : 1d4 +1
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Large Sword
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 9
IHELM10
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques

Poids : 2
ISHLD02
Small Shield +1
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Classe d'armure : -2 contre les projectiles

Poids : 3

Nécessite : 
- Force : 4
JWSUPER
Edventar's Gift
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS:

Equipped abilities:
– The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells.

Weight: 0
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à  une demi
- Points de vie maximum : +100
- Résistance à la magie : Passe à 100 %
- Hâte améliorée
- Immunité au sort Improved Haste
- Immunité au sort Haste
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au drain de niveaux
- Immunité aux effets affectant la mobilité
- Immunité aux toiles
- Immunité à la paralysie
- Immunité à la lenteur
- Immunité à l'étourdissement
- Action libre de manière permanente

Poids : 0
KEY20
Mask of King Strohm III
This is the reconstructed mask of King Strohm the Third. When you place it on your face, the entire world becomes tinted with odd colors. Perhaps this mask will allow you to see something that you hadn't been able to before, but its use beyond that seems questionable.

STATISTICS:

Weight: 1
This is the reconstructed mask of King Strohm the Third. When you place it on your face, the entire world becomes tinted with odd colors. Perhaps this mask will allow you to see something that you hadn't been able to before, but its use beyond that seems questionable.

PARAMÈTRES : 

Poids : 1
KILLSW01
Varscona +2
Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated that she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat.

STATISTICS:

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

Weight: 3
Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated that she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +10
- Attaque par round : Passe à 3
- Résistance à la magie : +100 %
- Le moral du porteur reste au plus haut
- Hâte améliorée
- Immunité au sort Maze
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique
- Immunité à la débilité mentale
- Immunité au drain de niveaux
- Immunité au labyrinthe
- Immunité à l'emprisonnement
- Immunité aux toiles
- Immunité à la confusion
- Immunité à la paralysie
- Immunité à la fatigue
- Immunité à l'étourdissement
- Immunité à la lenteur
- Immunité au sommeil
- Immunité aux charmes

Capacités de combat : 
- Inflige 1000 points de dégâts tranchants supplémentaires
- Inflige 1000 points de dégâts d'acide supplémentaires
- Inflige 1500 points de dégâts de froid supplémentaires
- Inflige 1000 points de dégâts perforants supplémentaires
- Inflige 1500 points de dégâts magiques supplémentaires
- Inflige 1500 points de dégâts de feu supplémentaires

Enchantement : +10
TAC0 : +50
Dégâts : 1d10 +1000
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
KORAX01
Battle Axe +1
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Axe
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
LEAT02
Leather Armor +1
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS:

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

Weight: 5
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 7
- Empêche le porteur de lancer des sorts profanes

Poids : 15

Nécessite : 
- Force : 4
LEAT03
Protector of the Second +2
The Mist of Shadows were an elite group of elven Rangers that roamed the Cormanthor wood and were the bane of bandits and monsters alike. This particular armor was worn by Indeera Lakhan, one of the group's most highly decorated officers and second in command. The suit is named for her, though how it came to part her company is unknown.

STATISTICS:

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

Weight: 5
The Mist of Shadows were an elite group of elven Rangers that roamed the Cormanthor wood and were the bane of bandits and monsters alike. This particular armor was worn by Indeera Lakhan, one of the group's most highly decorated officers and second in command. The suit is named for her, though how it came to part her company is unknown.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 6
- Empêche le porteur de lancer des sorts profanes

Poids : 5

Nécessite : 
- Force : 4
LEAT05
Studded Leather Armor +1
Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. 

STATISTICS:

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

Weight: 15
Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : 6
- Empêche le porteur de lancer des sorts profanes

Poids : 15

Nécessite : 
- Force : 6
LEAT06
Armor of Missile Attraction +2
This odd-looking suit of studded leather cannot be removed once put on, except under intervention by a priest. While improving the protection against all melee weapons, this armor actually becomes a target for missile weapons, and hence so does its wearer. The choice is simple: deadly arrows or deadly swords. 

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

Armor Class: 5 (3 vs. slashing, 4 vs. piercing, 15 vs. missile)
Requires:
 6 Strength

Weight: 8
This odd-looking suit of studded leather cannot be removed once put on, except under intervention by a priest. While improving the protection against all melee weapons, this armor actually becomes a target for missile weapons, and hence so does its wearer. The choice is simple: deadly arrows or deadly swords. 

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Classe d'armure : -10 contre les projectiles
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : 5
- Empêche le porteur de lancer des sorts profanes

Poids : 8

Nécessite : 
- Force : 6
LEAT07
Studded Leather Armor +2
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

STATISTICS:

Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
Requires:
 6 Strength

Weight: 8
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 5
- Empêche le porteur de lancer des sorts profanes

Poids : 8

Nécessite : 
- Force : 6
LEAT08
Shadow Armor +3
This is a +3 studded leather armor that melds into shadows, created for use by the Shadowmasters of Amn. The Shadowmasters are of the highest order within the Shadow Thieves' hierarchy.

STATISTICS:

Equipped abilities:
– Hide In Shadows: +15%

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

Weight: 8
This is a +3 studded leather armor that melds into shadows, created for use by the Shadowmasters of Amn. The Shadowmasters are of the highest order within the Shadow Thieves' hierarchy.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : 4
- Empêche le porteur de lancer des sorts profanes
- Camouflage dans l'ombre : +15 %

Poids : 8

Nécessite : 
- Force : 6
LEAT09
Karajah's Life and Death +3
Karajah was Calimshan's champion of pit fighting for a full decade, and seemingly unbeatable. His success, or so he claimed, was due to the mobility that his light armor afforded him. He may well have been unaware of the suit's other qualities, but his peers ignored his claims of ignorance when enchantments were discovered. The armor survived the subsequent beating, whereas Karajah did not. 

STATISTICS:

Armor Class: 5 (7 vs. piercing and missile)
Requires:
 3 Strength

Weight: 4
Karajah was Calimshan's champion of pit fighting for a full decade, and seemingly unbeatable. His success, or so he claimed, was due to the mobility that his light armor afforded him. He may well have been unaware of the suit's other qualities, but his peers ignored his claims of ignorance when enchantments were discovered. The armor survived the subsequent beating, whereas Karajah did not. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 5
- Empêche le porteur de lancer des sorts profanes

Poids : 4

Nécessite : 
- Force : 3
LEAT11
Leather Armor +2
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS:

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

Weight: 5
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 6
- Empêche le porteur de lancer des sorts profanes

Poids : 5

Nécessite : 
- Force : 4
LEAT12
Leather Armor +3
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS:

Armor Class: 5 (7 vs. piercing and missile)
Requires:
 3 Strength

Weight: 4
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 5
- Empêche le porteur de lancer des sorts profanes

Poids : 4

Nécessite : 
- Force : 3
LEAT13
Skin of the Ghoul +4
A clever thief, Damien Oneknife always tried to gain from the assets of his enemies, no matter the circumstances. After an intense battle with several ghouls in which two of his companions perished, Damien decided to even the odds in future encounters. He skinned one of the undead creatures and brought the hide to a halfling armorer talented in enchanting leather. When the suit was finished, it was magically protective against physical attacks and paralysis. Not very epic perhaps, but practical. 

STATISTICS:

Equipped abilities:
– Save vs. Death: +3

Armor Class: 4 (6 vs. piercing and missile)
Requires:
 3 Strength

Weight: 4
A clever thief, Damien Oneknife always tried to gain from the assets of his enemies, no matter the circumstances. After an intense battle with several ghouls in which two of his companions perished, Damien decided to even the odds in future encounters. He skinned one of the undead creatures and brought the hide to a halfling armorer talented in enchanting leather. When the suit was finished, it was magically protective against physical attacks and paralysis. Not very epic perhaps, but practical. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 4
- Jets de sauvegarde : +3 contre la paralysie, la mort et les poisons
- Empêche le porteur de lancer des sorts profanes

Poids : 4

Nécessite : 
- Force : 3
LEAT14
The Night's Gift +5
Originally blessed by Shar, this armor has a long and interesting history. Only the greatest of thieves have ever owned this heavily enchanted armor. The essence of night has been woven into the dark set of armor so that it feels like normal armor but encloses the wearer in a mass of twisting shadows.

STATISTICS:

Equipped abilities:
– Hide In Shadows: +20%

Armor Class: 3 (5 vs. piercing and missile)
Requires:
 3 Strength

Weight: 5
Originally blessed by Shar, this armor has a long and interesting history. Only the greatest of thieves have ever owned this heavily enchanted armor. The essence of night has been woven into the dark set of armor so that it feels like normal armor but encloses the wearer in a mass of twisting shadows.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Camouflage dans l'ombre : +20 %

Poids : 5

Nécessite : 
- Force : 3
LEAT15
Studded Leather Armor +2
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

STATISTICS:

Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
Requires:
 6 Strength

Weight: 8
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 5
- Empêche le porteur de lancer des sorts profanes

Poids : 8

Nécessite : 
- Force : 6
LEAT16
Orc Leather +3
This ghastly armor was taken from an orc camp destroyed by barbarians. Instead of standard metal rivets, like normal studded leather, this orc leather is instead laced with hundreds of fire-hardened bones. Finger bones, ribs, and skulls cover the armor, acting much like the traditional metal rivets. Powerful orcish enchantments give the armor special resistance to missile attacks, but the repulsiveness of the armor reduces the wearer's Charisma.

STATISTICS:

Equipped abilities:
– Charisma: -1
– +10% resistance to missile damage

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

Weight: 7
This ghastly armor was taken from an orc camp destroyed by barbarians. Instead of standard metal rivets, like normal studded leather, this orc leather is instead laced with hundreds of fire-hardened bones. Finger bones, ribs, and skulls cover the armor, acting much like the traditional metal rivets. Powerful orcish enchantments give the armor special resistance to missile attacks, but the repulsiveness of the armor reduces the wearer's Charisma.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 4
- Empêche le porteur de lancer des sorts profanes
- Charisme : -1
- Résistance aux dégâts de projectiles : +10 %

Poids : 7

Nécessite : 
- Force : 6
LEAT17
Armor of Deep Night +4
Enchanted ebony rivets adorn the black leather of this armor. Umberlee the Sea Queen granted this armor to Dami Darn, a rogue who slew the conjurer Looxil. The assassination pleased Umberlee, for Looxil had betrayed her in years past. Dami Darn died years later, a knife to the back from her successor in the thieves' guild.

STATISTICS:

Armor Class: 3 (1 vs. slashing, 2 vs. piercing and missile)
Requires:
 6 Strength

Weight: 7
Enchanted ebony rivets adorn the black leather of this armor. Umberlee the Sea Queen granted this armor to Dami Darn, a rogue who slew the conjurer Looxil. The assassination pleased Umberlee, for Looxil had betrayed her in years past. Dami Darn died years later, a knife to the back from her successor in the thieves' guild.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes

Poids : 7

Nécessite : 
- Force : 6
LEAT18
Armor of the Viper +5
This armor's namesake is a serpent only in manner, referring to the drow assassin Raroh. Poison was his trademark, and when he discovered this suit's susceptibility to venom, he gifted it to Avlorm, a promising novice assassin within his own guild. When Avlorm's power eventually threatened his own, Raroh easily dispatched him, thanks to the weakness of the armor he still wore.

STATISTICS:

Equipped abilities:
– Save vs. Death: -2

Armor Class: 2 (0 vs. slashing, 1 vs. piercing and missile)
Requires:
 6 Strength

Weight: 6
This armor's namesake is a serpent only in manner, referring to the drow assassin Raroh. Poison was his trademark, and when he discovered this suit's susceptibility to venom, he gifted it to Avlorm, a promising novice assassin within his own guild. When Avlorm's power eventually threatened his own, Raroh easily dispatched him, thanks to the weakness of the armor he still wore.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 2
- Jets de sauvegarde : -2 contre la paralysie, la mort et les poisons
- Empêche le porteur de lancer des sorts profanes

Poids : 6

Nécessite : 
- Force : 6
LEAT19
Shadow Dragon Scale
This suit of armor is formed from interlocking shadow dragon scales. Elegant workmanship and practical considerations make this armor both beautiful and useful. The shadow dragon scales grant the wearer extra protection from acid.

STATISTICS:

Equipped abilities:
– Acid Resistance: +50%

Armor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile)
Requires:
 6 Strength

Weight: 10
This suit of armor is formed from interlocking shadow dragon scales. Elegant workmanship and practical considerations make this armor both beautiful and useful. The shadow dragon scales grant the wearer extra protection from acid.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 1
- Empêche le porteur de lancer des sorts profanes
- Résistance à l'acide : +50 %

Poids : 10

Nécessite : 
- Force : 6
LEAT20
Aeger's Hide +3
This heavy and thick bear hide is all that remains of the fabled Aeger. Several hundred years ago, the Aeger, a giant bear, terrorized hundreds of small villages up and down the Sword Coast. The bear was invulnerable to fire, cold, or acid. Finally the young men and women of several villages banded together, forming a militia almost two hundred people strong. The Aeger was surrounded and finally slain. Less than a dozen villagers survived, and they carved the Aeger's hide amongst themselves. Out of one of the pieces this armor was created.

STATISTICS:

Equipped abilities:
– Cold Resistance: +15%
– Fire Resistance: +15%
– Acid Resistance: +15%
– Immunity to confusion

Armor Class: 3 (5 vs. piercing and missile)
Requires:
 6 Strength

Weight: 35
This heavy and thick bear hide is all that remains of the fabled Aeger. Several hundred years ago, the Aeger, a giant bear, terrorized hundreds of small villages up and down the Sword Coast. The bear was invulnerable to fire, cold, or acid. Finally the young men and women of several villages banded together, forming a militia almost two hundred people strong. The Aeger was surrounded and finally slain. Less than a dozen villagers survived, and they carved the Aeger's hide amongst themselves. Out of one of the pieces this armor was created.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Résistance au feu : +15 %
- Résistance au froid : +15 %
- Résistance à l'acide : +15 %
- Immunité à la confusion

Poids : 35

Nécessite : 
- Force : 6
LEAT21
Human Flesh +5
Made from human skin and treated with the blood of a noble dragon, this armor emits the stench of bitter death. The malevolent armor can only be used by a truly evil person.

STATISTICS:

Equipped abilities:
– Saving Throws: +4
– Magic Resistance: +20%
– Move Silently: +20%

Armor Class: 3 (5 vs. piercing and missile)
Requires:
 3 Strength

Weight: 5
Made from human skin and treated with the blood of a noble dragon, this armor emits the stench of bitter death. The malevolent armor can only be used by a truly evil person.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 3
- Jets de sauvegarde : +4
- Empêche le porteur de lancer des sorts profanes
- Furtivité : +20 %
- Résistance à la magie : +20 %

Poids : 5

Nécessite : 
- Force : 3
LEAT22
Human Flesh
This is a tunic made from the badly sewn together human flesh that you took from the tanner's house in the Bridge District. If completed it may make serviceable armor, albeit only the most evil of humans could wear such a vile item.

STATISTICS:

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

Weight: 5
This is a tunic made from the badly sewn together human flesh that you took from the tanner's house in the Bridge District. If completed it may make serviceable armor, albeit only the most evil of humans could wear such a vile item.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 7

Poids : 5

Nécessite : 
- Force : 3
LEAT23
Studded Leather of Thorns +6
Fashioned by the Hierophant Wassalia before she chose to forever dwell on the Elemental Plane of Fire, this suit of armor is not covered by typical metal studs but by heavy red thorns.

STATISTICS:

Combat abilities:
– Thorn Damage: Any opponent within 6 ft. that successfully hits the wearer suffers 1d4 points of fire damage.

Armor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile)
Requires:
 6 Strength

Weight: 5
Fashioned by the Hierophant Wassalia before she chose to forever dwell on the Elemental Plane of Fire, this suit of armor is not covered by typical metal studs but by heavy red thorns.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 1
- Empêche le porteur de lancer des sorts profanes

Poids : 5

Nécessite : 
- Force : 6
LEAT24
Grandmaster's Armor +6
Created for the Grandmaster Assassin Vita Muerte, this suit not only provided protection but also enabled Vita to better pursue her fleeing victims... as the unfortunate wizard who fashioned this item for the ruthless killer soon learned. 

STATISTICS:

Equipped abilities:
– Doubles movement rate

Armor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile)
Requires:
 6 Strength

Weight: 5
Created for the Grandmaster Assassin Vita Muerte, this suit not only provided protection but also enabled Vita to better pursue her fleeing victims... as the unfortunate wizard who fashioned this item for the ruthless killer soon learned. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 1
- Empêche le porteur de lancer des sorts profanes
- Vitesse de déplacement : +100 %

Poids : 5

Nécessite : 
- Force : 6
MISC4U
Embarl's Dagger
Embarl's dagger will prove to Mae'Var that Embarl has been "dealt with."

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 2
Embarl's dagger will prove to Mae'Var that Embarl has been "dealt with."

PARAMÈTRES : 

Dégâts : 1d6 
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 3
MISC4Y
Necklace of Talos
This necklace is made of heavy discs strung together with wire. The central disk is made of silver and inlaid with the symbol of chaos.

STATISTICS:

Weight: 1
This necklace is made of heavy discs strung together with wire. The central disk is made of silver and inlaid with the symbol of chaos.

PARAMÈTRES : 

Poids : 1
MISC5E
Harper Amulet
All of the Harpers that you have met in this area were wearing one of these amulets. Perhaps it somehow identifies one as being a Harper. Could there be a section of this building that can only be accessed by Harpers?

STATISTICS:

Weight: 1
All of the Harpers that you have met in this area were wearing one of these amulets. Perhaps it somehow identifies one as being a Harper. Could there be a section of this building that can only be accessed by Harpers?

PARAMÈTRES : 

Poids : 1
MISC5X
Harper Pin
A Harper pin is a treasured item, signifying that the bearer is an honored and trusted member of the Harpers. It grants the wearer exceptional protection against many different kinds of attacks. Harper pins are not attuned to any particular person, but you would be hard-pressed to find someone that would lend such an item or even let it out of their sight. It is quite literally a badge of honor.

STATISTICS:

Equipped abilities:
– Save vs. Spell: +5
– Electrical Resistance: 100%
– Non-detection
– Immunity to Magic Missile

Weight: 0
A Harper pin is a treasured item, signifying that the bearer is an honored and trusted member of the Harpers. It grants the wearer exceptional protection against many different kinds of attacks. Harper pins are not attuned to any particular person, but you would be hard-pressed to find someone that would lend such an item or even let it out of their sight. It is quite literally a badge of honor.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +5 contre les sorts
- Résistance à l'électricité : Passe à 100 %
- Immunité au sort Magic Missile
- Non-détection

Poids : 0
MISC72
The Claw of Kazgaroth
Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer becomes blurred and more difficult to hit with weapons or target with spells. It has one drawback, however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons.

STATISTICS:

Equipped abilities:
– Constitution: -2
– Armor Class: +1, an extra +4 vs. missile attacks
– Save vs. Death: -3
– Save vs. Wand: +3
– Save vs. Polymorph: +3
– Save vs. Breath: +3 
– Save vs. Spell: +3
– May only be removed with a Remove Curse spell

Weight: 1
Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer becomes blurred and more difficult to hit with weapons or target with spells. It has one drawback, however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Classe d'armure : +4 contre les projectiles
- Classe d'armure : +1
- Jets de sauvegarde : -3 contre la paralysie, la mort et les poisons
- Jets de sauvegarde : +3 contre les baguettes, les sceptres et les bâtons
- Jets de sauvegarde : +3 contre la pétrification et la métamorphose
- Jets de sauvegarde : +3 contre les souffles
- Jets de sauvegarde : +3 contre les sorts
- Constitution : -2

Poids : 1
MISC75
Dagger of Venom +2
This dagger is a potent blade favored by assassins all across the realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Every time it hits an opponent, it secretes a venom into the bloodstream of the creature. The venom works quickly and efficiently.

STATISTICS:

Combat abilities:
– Hit target suffers 1 point of poison damage per second for 15 seconds (Save vs. Poison negates)

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

Weight: 2
This dagger is a potent blade favored by assassins all across the realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Every time it hits an opponent, it secretes a venom into the bloodstream of the creature. The venom works quickly and efficiently.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Empoisonne la cible et lui inflige 1 point de dégâts par seconde pendant 15 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 3
MISC7R
Mithral Medallion
This is a simple and craftless medallion made of pure mithral, obviously melted down and formed into this crude shape. It is certainly no piece of art, but its composition indicates some worth.

STATISTICS:

Weight: 0
This is a simple and craftless medallion made of pure mithral, obviously melted down and formed into this crude shape. It is certainly no piece of art, but its composition indicates some worth.

PARAMÈTRES : 

Poids : 0
MISC7Y
Thrall Collar
This collar is used to dominate and enslave any individual who wears it. The slaves, or thralls, are usually controlled by the bearer of the Mastery Orb. Once worn, the collar's power cannot be broken except through the use of a Remove Curse spell or the destruction of the mastery orb.

STATISTICS:

Equipped abilities:
– Wearer is dominated
– May only be removed with a Remove Curse spell or through the destruction of the mastery orb

Weight: 5
This collar is used to dominate and enslave any individual who wears it. The slaves, or thralls, are usually controlled by the bearer of the Mastery Orb. Once worn, the collar's power cannot be broken except through the use of a Remove Curse spell or the destruction of the mastery orb.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Charme le porteur

Poids : 5
MISC8J
Boots of the West
These are the boots that were once owned by the famous woodsman, Randy of the West.

STATISTICS:

Equipped abilities:
– Charisma: +1
– Immunity to disease

Weight: 4
These are the boots that were once owned by the famous woodsman, Randy of the West.

PARAMÈTRES : 

Capacités d'équipement : 
- Charisme : +1
- Immunité à la maladie

Poids : 4
MISC8O
Isaea's Signet Ring
This ring bears the greater crest of the family Roenall, along with the individualized markings of Isaea Roenall specifically.

STATISTICS:

Weight: 0
This ring bears the greater crest of the family Roenall, along with the individualized markings of Isaea Roenall specifically.

PARAMÈTRES : 

Poids : 0
MISC99
Plate Mail
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

Combat abilities:
– 3 points of damage (piercing) inflicted to the wielder upon every successful hit

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

PARAMÈTRES : 

Capacités de combat : 
- Crée 1 "Plate Mail" à l'emplacement de l'armure du porteur de manière permanente

Poids : 50

Nécessite : 
- Force : 12
MISC9W
Drow Piwafwi Cloak
This cloak belongs to Solaufein, the drow warrior. It increases the wearer's Hide In Shadows and Move Silently abilities. Talented drow weavers have woven strands of adamantine into this cloak, thus rendering it useless if exposed to the light—the effect of which will turn the cloak to dust.

STATISTICS:

Equipped abilities:
– Hide In Shadows: +75%
– Move Silently: +75%
– Save vs. Breath: +6

Weight: 3
This cloak belongs to Solaufein, the drow warrior. It increases the wearer's Hide In Shadows and Move Silently abilities. Talented drow weavers have woven strands of adamantine into this cloak, thus rendering it useless if exposed to the light—the effect of which will turn the cloak to dust.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +6 contre les souffles
- Camouflage dans l'ombre : +75 %
- Furtivité : +75 %

Poids : 3
MISCBC
Blackrazor +3
This sword radiates evil like a sour odor, and the owner never knows if  wields the weapon or if it wields . In addition to its combat abilities, Blackrazor slowly regenerates its owner with the drained strength of opponents.

STATISTICS:

Equipped abilities:
– Regenerate 1 HP every 5 seconds
– Immunity to charm and fear

Combat abilities:
– With every hit, it has a 15% chance of draining 4 levels from the target and healing the wielder by 20 Hit Points as well as hasting  for 20 seconds and increasing  Strength by 3 points for 20 seconds

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
This sword radiates evil like a sour odor, and the owner never knows if  wields the weapon or if it wields . In addition to its combat abilities, Blackrazor slowly regenerates its owner with the drained strength of opponents.

PARAMÈTRES : 

Capacités d'équipement : 
- Régénère 1 point de vie toutes les 5 secondes
- Le moral du porteur reste au plus haut
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique
- Immunité aux charmes

Capacités de combat : 
- 16 % de chance de drainer 4 niveaux à la cible de manière permanente
- 16 % de chance d'augmenter la force du porteur de 3 pendant 20 secondes
- 16 % de chance de soigner +20 points de vie au porteur de manière permanente
- 16 % de chance de lancer Hâte sur le porteur pendant 20 secondes

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
NEBDAG
Neb's Nasty Cutter +2
This is a vicious weapon used by Neb, covered with old blood and coated in a poison that is both quick-acting and extremely deadly. Only the truly evil would dare to use this item on their own. Once the poison is used up, however, Neb's Cutter will act as a normal enchanted dagger.

STATISTICS:

Combat abilities:
– Target must save vs. Poison or suffer 2 points of damage per second for 10 seconds

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

Weight: 1
This is a vicious weapon used by Neb, covered with old blood and coated in a poison that is both quick-acting and extremely deadly. Only the truly evil would dare to use this item on their own. Once the poison is used up, however, Neb's Cutter will act as a normal enchanted dagger.

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (10 fois par jour)
  Inefficace contre les cibles immunisées au poison
  Inefficace contre les morts-vivants et les golems
  Empoisonne la cible et lui inflige 2 points de dégâts par seconde pendant 10 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
NEBELT01
Adoy's Belt
This slender deer hide belt lined with rabbit fur grants its wearer resistance to polymorph effects: the perfect gift for wild mages or those who stand near them.

STATISTICS:

Equipped abilities:
– Save vs. Petrification/Polymorph: +5

Weight: 2
This slender deer hide belt lined with rabbit fur grants its wearer resistance to polymorph effects: the perfect gift for wild mages or those who stand near them.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +5 contre la pétrification et la métamorphose

Poids : 2
NPARM
Jansen AdventureWear
Jansen-Brand Metal-Repellant AdventureWear—(patent pending)
This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base Armor Class, but it does grant a +25% resistance to all physical damage and an additional +5 bonus to Jan's Armor Class against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish.

Note: Dry clean only

STATISTICS:

Equipped abilities: 
– Physical Damage Resistance: +25%

Armor Class: 9 (4 vs. missile)
Requires:
 4 Strength
 17 Dexterity

Weight: 3
Jansen-Brand Metal-Repellant AdventureWear—(patent pending)
This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base Armor Class, but it does grant a +25% resistance to all physical damage and an additional +5 bonus to Jan's Armor Class against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish.

Note: Dry clean only

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +5 contre les projectiles
- Classe d'armure de base : 9
- Résistance aux dégâts physiques : +25 %

Poids : 3

Nécessite : 
- Force : 4
- Dextérité : 17
NPBOW
Bow of Arvoreen +2
This enchanted bow has been in Mazzy Fentan's possession for several years, given to her by her god, Arvoreen. It is usable only by halflings, granting a +2 bonus to hit rolls.

STATISTICS:

THAC0: +2
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
This enchanted bow has been in Mazzy Fentan's possession for several years, given to her by her god, Arvoreen. It is usable only by halflings, granting a +2 bonus to hit rolls.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +2
TAC0 : +2
Type de dégâts : Perforant
Facteur de vitesse : 4
Type de compétence : Shortbow
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
NPCHAN
Corthala Family Armor
This armor, long in the Corthala bloodline, protects the user against all forms of attacks. The armor is enchanted so that it grants a +3 bonus to Valygar's Armor Class. It also adds a bonus to resisting acid, fire, and magical damage. The armor also makes Valygar immune to charm while he wears it. As it is specially fitted for Valygar, only he may wear it.

STATISTICS:

Equipped abilities:
– Immunity to charm
– Fire Resistance: +25%
– Acid Resistance: +25%
– Magic Damage Resistance: +25%

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 6 Strength
 18 Dexterity
 11 Wisdom

Weight: 9
This armor, long in the Corthala bloodline, protects the user against all forms of attacks. The armor is enchanted so that it grants a +3 bonus to Valygar's Armor Class. It also adds a bonus to resisting acid, fire, and magical damage. The armor also makes Valygar immune to charm while he wears it. As it is specially fitted for Valygar, only he may wear it.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Résistance au feu : +25 %
- Résistance à l'acide : +25 %
- Résistance aux dégâts magiques : +25 %
- Immunité au sort Domination
- Immunité au sort Dire Charm
- Immunité au sort Charm Person or Mammal
- Immunité au sort Charm Person
- Immunité aux charmes

Poids : 9

Nécessite : 
- Force : 6
- Dextérité : 18
- Sagesse : 11
NPCLCK
Cloak of the High Forest +1
When younger, Cernd spent a cycle of seasons meditating on his role within nature. He made no shelter, wanting to feel the land unhindered. Nature may have appreciated the intent, for she also knows that for all their dedication, at times her children can be foolish. Cernd found this cloak before the cold season set in, seemingly woven to fit him from the very undergrowth. The message was clear: He can appreciate the rain while still seeking shelter from it. Only Cernd may use this cloak.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 3
When younger, Cernd spent a cycle of seasons meditating on his role within nature. He made no shelter, wanting to feel the land unhindered. Nature may have appreciated the intent, for she also knows that for all their dedication, at times her children can be foolish. Cernd found this cloak before the cold season set in, seemingly woven to fit him from the very undergrowth. The message was clear: He can appreciate the rain while still seeking shelter from it. Only Cernd may use this cloak.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1

Poids : 3

Nécessite : 
- Force : 13
- Intelligence : 12
- Dextérité : 9
- Sagesse : 18
- Constitution : 13
- Charisme : 15
NPMISC2
Jansen Techno-Gloves
Jansen-Brand Techno-Thieving Gadgetizer Gloves—(TM)
This set of thieving tools gives Jan an additional bonus to both his lockpicking and pickpocketing. He is the only one who can use the Gloves, as no one else quite has the knack of it. Oddly, he seems to be able to actually cast spells while wearing the things. Must be because they got style.

STATISTICS:

Equipped abilities:
– Open Locks: +20%
– Pick Pockets: +20%

Requires:
 17 Dexterity

Weight: 0
Jansen-Brand Techno-Thieving Gadgetizer Gloves—(TM)
This set of thieving tools gives Jan an additional bonus to both his lockpicking and pickpocketing. He is the only one who can use the Gloves, as no one else quite has the knack of it. Oddly, he seems to be able to actually cast spells while wearing the things. Must be because they got style.

PARAMÈTRES : 

Capacités d'équipement : 
- Vol à la tire : +20 %
- Crochetage de serrures : +20 %

Poids : 0

Nécessite : 
- Dextérité : 17
NPPLAT
Firecam Full-Plate Armor
Full plate armor is the best armor a warrior can buy, both in appearance and protection. This armor increases the wearer's Armor Class by one above that of normal full plate. While equipped, the suit provides the wearer with a +1 bonus to all Saving Throws and grants the wearer Free Action (the ability to pass through webs and other effects). This suit was designed for Keldorn, and only he may wear it.

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Free Action

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

Weight: 70
Full plate armor is the best armor a warrior can buy, both in appearance and protection. This armor increases the wearer's Armor Class by one above that of normal full plate. While equipped, the suit provides the wearer with a +1 bonus to all Saving Throws and grants the wearer Free Action (the ability to pass through webs and other effects). This suit was designed for Keldorn, and only he may wear it.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : 0
- Jets de sauvegarde : +1
- Empêche le porteur de lancer des sorts profanes
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au sort Haste
- Immunité à la paralysie
- Immunité à l'étourdissement
- Immunité aux effets affectant la mobilité
- Immunité à la lenteur
- Immunité aux toiles
- Immunité à la hâte
- Action libre de manière permanente
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 70

Nécessite : 
- Force : 15
- Intelligence : 2
- Sagesse : 16
- Constitution : 17
- Charisme : 18
NPSHLD
Delryn Family Shield
This is Anomen's family shield, given to him by his father. In addition to magical protection, the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. This protection from normal missiles can be used three times per day.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Fire Resistance: +30%
– Cold Resistance: +30%

Charge abilities:
– Protection From Normal Missiles three times per day
  Duration: 1 hour
  Area of Effect: The wearer

Weight: 7
This is Anomen's family shield, given to him by his father. In addition to magical protection, the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. This protection from normal missiles can be used three times per day.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Résistance au feu : +30 %
- Résistance au froid : +30 %

Capacités de charge : 
- Capacité 1 (3 fois par jour)
  Immunité contre les flèchettes pendant 1 heure
  Immunité contre les dagues de jet pendant 1 heure
  Immunité contre les billes pendant 1 heure
  Immunité contre les attaques de regard pendant 1 heure
  Immunité contre les haches de jet pendant 1 heure
  Immunité contre les flèches pendant 1 heure

Poids : 7

Nécessite : 
- Force : 14
- Charisme : 13
NPSTAF
Staff of the High Forest +2
This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring, Cernd examined it one last time, and it came loose in his hands, a living staff, granted as a boon from nature herself. It has grown to fit his grip, and few others may wield it. 

STATISTICS:

Equipped abilities:
– Regenerate 1 Hit Point every 2 rounds

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed

Weight: 3
This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring, Cernd examined it one last time, and it came loose in his hands, a living staff, granted as a boon from nature herself. It has grown to fit his grip, and few others may wield it. 

PARAMÈTRES : 

Capacités d'équipement : 
- Régénère 1 point de vie toutes les 12 secondes

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 13
- Intelligence : 12
- Dextérité : 9
- Sagesse : 18
- Constitution : 13
- Charisme : 15
NPSW01
Sword of Arvoreen +2
Another gift to Mazzy from Arvoreen, this short sword may only be used by halflings. The enchantments that exist within this sword give it the ability to slow any opponent struck by it.

STATISTICS:

Equipped abilities:
– Immunity to slow and stun

Combat abilities:
– Hit target's movement rate is slowed by 2 for 45 seconds (Save vs. Wand negates)

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

Weight: 3
Another gift to Mazzy from Arvoreen, this short sword may only be used by halflings. The enchantments that exist within this sword give it the ability to slow any opponent struck by it.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité à la lenteur
- Immunité à l'étourdissement

Capacités de combat : 
- Réduit la vitesse de déplacement de la cible de 2 pendant 45 secondes (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
NPSW02
Yoshimo's Katana +1
This blade, although only lightly enchanted, has achieved a semblance of awareness, enough so that it allows only the thief known as Yoshimo to wield it. Any other than he cannot use this flawless katana in battle.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (slashing)
Speed Factor: 3
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 5
This blade, although only lightly enchanted, has achieved a semblance of awareness, enough so that it allows only the thief known as Yoshimo to wield it. Any other than he cannot use this flawless katana in battle.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d10 +1
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Katana
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 6
NPSW03
Hallowed Redeemer +2
Keldorn distinguished himself early in his career as a paladin and received this blade as a boon from Torm. It is exceptionally accurate, but also protects him in battle with a special Fireshield, and any that strike him while he wields it suffer Torm's wrath in the form of magical damage. None but Keldorn may use this sword.

STATISTICS:

Equipped abilities:
– 5 points of magic damage to any who damage the wielder

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 5 Strength
 12 Intelligence

Weight: 8
Keldorn distinguished himself early in his career as a paladin and received this blade as a boon from Torm. It is exceptionally accurate, but also protects him in battle with a special Fireshield, and any that strike him while he wields it suffer Torm's wrath in the form of magical damage. None but Keldorn may use this sword.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 8

Nécessite : 
- Force : 5
- Intelligence : 12
- Constitution : 17
- Charisme : 18
NPSW04
Corthala Family Blade
This fine katana radiates magical energy when wielded by Valygar. The blade was designed to respond only to those with the blood of the family Corthala flowing through their veins. This +2 blade causes additional bleeding damage when it strikes an opponent.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. slashing attacks

Combat abilities:
– Hit target suffers 3 points of additional bleeding damage per round for 2 rounds

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 17 Strength
 18 Dexterity
 16 Constitution
 14 Wisdom

Weight: 4
This fine katana radiates magical energy when wielded by Valygar. The blade was designed to respond only to those with the blood of the family Corthala flowing through their veins. This +2 blade causes additional bleeding damage when it strikes an opponent.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2 contre les armes tranchantes

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Empoisonne la cible et lui inflige 1 point de dégâts toutes les 2 secondes pendant 2 rounds

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Katana
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 17
- Dextérité : 18
- Sagesse : 14
- Constitution : 16
NPSW05
Entropy +2
This +2 abyssal greensteel blade is one of Haer'Dalis's favorite weapons. This short sword is capable of inflicting an additional 3 points of poison damage if the target fails a Saving Throw. This blade may only be used by tieflings.

STATISTICS:

Combat abilities:
– Hit target must save vs. Poison or suffer 3 points of poison damage

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 2
This +2 abyssal greensteel blade is one of Haer'Dalis's favorite weapons. This short sword is capable of inflicting an additional 3 points of poison damage if the target fails a Saving Throw. This blade may only be used by tieflings.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Empoisonne la cible et lui inflige 1 point de dégâts par seconde pendant 3 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 4
NPSW06
Chaos Blade
Chaos is a +2 short sword usable only by tieflings. Every time it strikes an opponent, he or she loses 2 points of Dexterity for 5 rounds. Haer'Dalis prefers using Chaos with its partner—Entropy. When dual wielding these two blades, Haer'Dalis is a dangerous opponent.

STATISTICS:

Combat abilities:
– Hit target loses 2 points of Dexterity per hit for 5 rounds

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 2
Chaos is a +2 short sword usable only by tieflings. Every time it strikes an opponent, he or she loses 2 points of Dexterity for 5 rounds. Haer'Dalis prefers using Chaos with its partner—Entropy. When dual wielding these two blades, Haer'Dalis is a dangerous opponent.

PARAMÈTRES : 

Capacités de combat : 
- Réduit la dextérité de la cible de 2 pendant 5 rounds

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 4
OHBBLUN1
Marduuk's Mallet +3
This is the "mallet" Marduuk uses when cooking, but it is little more than a piece of gnarled wood with a series of vicious-looking spikes carved into it. However, there's more than meets the eye here, for the mallet reeks of magic, and you feel powerful just holding it.

Now it is suddenly clear why Marduuk's braised beef is always so tender.

STATISTICS:

Equipped abilities: 
– Strength: +1

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 1
This is the "mallet" Marduuk uses when cooking, but it is little more than a piece of gnarled wood with a series of vicious-looking spikes carved into it. However, there's more than meets the eye here, for the mallet reeks of magic, and you feel powerful just holding it.

Now it is suddenly clear why Marduuk's braised beef is always so tender.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : +1

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Club
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
OHBBRAC1
Enforcer Bracers
The silver in these bracers is plain and unadorned, though it is polished such that it glistens in even the dimmest light. Enforcer bracers are well known in Thay, where they are used to turn even the scrawniest gladiator into a ferocious brute.

STATISTICS:

Equipped abilities:
– Strength: Set to 20
– Dexterity: -2

Weight: 2
The silver in these bracers is plain and unadorned, though it is polished such that it glistens in even the dimmest light. Enforcer bracers are well known in Thay, where they are used to turn even the scrawniest gladiator into a ferocious brute.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 20
- Dextérité : -2

Poids : 2
OHBCLCK1
Cloak of the Lich
This pure-black cloak is not meant to be worn by liches, but rather those hunting them. Powerful enchantments woven into it shield the wearer from all forms of death magic.

STATISTICS:

Equipped abilities:
– Cold Resistance: +50%
– Electrical Resistance: +50%
– Immunity to death effects

Weight: 3
This pure-black cloak is not meant to be worn by liches, but rather those hunting them. Powerful enchantments woven into it shield the wearer from all forms of death magic.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au froid : +50 %
- Résistance à l'électricité : +50 %
- Immunité à la mort magique

Poids : 3
OHBDAGG1
Ornate Dagger
This ornate adamantine dagger is both a work of art and a lethal weapon. It has a razor-sharp blade set atop a bejeweled hilt, and the balance is absolutely perfect. The initials B.B. are etched in gold into the silvery-blue metal of the blade.

STATISTICS:

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

Weight: 1
This ornate adamantine dagger is both a work of art and a lethal weapon. It has a razor-sharp blade set atop a bejeweled hilt, and the balance is absolutely perfect. The initials B.B. are etched in gold into the silvery-blue metal of the blade.

PARAMÈTRES : 

Capacités de combat : 
- 21 % de chance de paralyser les créatures pendant 2 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
OHBGLOV1
The Winged's Gauntlet
This finely crafted, highly polished metal gauntlet is covered in runes you cannot understand. It is a beautiful piece, but you become increasingly lightheaded the longer you stare at it.

The enchantments placed upon this gauntlet allow the wearer to parry melee attacks with exceptional skill. Furthermore, attackers engaging the wearer in close combat will be damaged by a surge of magical energy.

STATISTICS:

Equipped abilities:
– Armor Class: +5 bonus vs. all melee attacks
– Retribution: An opponent that hits the wearer with any weapons or spells within a 5-ft. radius suffers 2d4 points of magic damage.

Weight: 2
This finely crafted, highly polished metal gauntlet is covered in runes you cannot understand. It is a beautiful piece, but you become increasingly lightheaded the longer you stare at it.

The enchantments placed upon this gauntlet allow the wearer to parry melee attacks with exceptional skill. Furthermore, attackers engaging the wearer in close combat will be damaged by a surge of magical energy.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +5 contre les armes tranchantes
- Classe d'armure : +5 contre les armes perforantes
- Classe d'armure : +5 contre les armes contondantes

Poids : 2
OHBLUN50
Club +1
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 2
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Club
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
OHBLUN51
Club +2
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 1
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Club
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
OHBNOSHU
Noser Uniform
This is one of the brightly colored outfits worn by Nosers, a group of high-ranking servants allowed into the chambers of Dennaton and his Planar Hunters.

STATISTICS:

Weight: 6
This is one of the brightly colored outfits worn by Nosers, a group of high-ranking servants allowed into the chambers of Dennaton and his Planar Hunters.

PARAMÈTRES : 

Poids : 6
OHBREW01
[Faulty]Ring of Protection from Evil
Faced with a neverending siege by the drow, the dwarves of the Blackstone clanhold commissioned the creation of several Rings of Protection from Evil, to be crafted by traveling svirfneblin mages. The rings were delivered on time, but failed to make any impact as the drow did not attack, but rather starved the dwarves into submission. While the rings were never tested, they quickly found their way into the markets within the Underdark.

STATISTICS:

Charge abilities:
– Protection from Evil on all party members once per day

Weight: 0
Faced with a neverending siege by the drow, the dwarves of the Blackstone clanhold commissioned the creation of several Rings of Protection from Evil, to be crafted by traveling svirfneblin mages. The rings were delivered on time, but failed to make any impact as the drow did not attack, but rather starved the dwarves into submission. While the rings were never tested, they quickly found their way into the markets within the Underdark.

PARAMÈTRES : 

Capacités de charge : 
- Fireball (instantané) (comme un lanceur de sorts de niveau 10) (1 fois par jour)

Poids : 0
OHBREW02
[Faulty]Bane of the Abyss +4
Few mages will attempt to construct a weapon that specifically targets demons or devils, and even fewer would put it to the test. Halrass Daystar of Sembia is one such mage, and his efforts were instrumental in driving back an errantly summoned devil that threatened to wipe out an entire village. Though Halrass succeeded in defeating the devil, years later he was targeted for revenge and, to this day, toils endlessly in the nine hells. 

STATISTICS:

Combat abilities:
– 50% chance of immediately banishing a struck demon or devil to their home plane.

THAC0: +4
Damage: 1d6+4 (piercing), double damage vs. demons or devils
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
Few mages will attempt to construct a weapon that specifically targets demons or devils, and even fewer would put it to the test. Halrass Daystar of Sembia is one such mage, and his efforts were instrumental in driving back an errantly summoned devil that threatened to wipe out an entire village. Though Halrass succeeded in defeating the devil, years later he was targeted for revenge and, to this day, toils endlessly in the nine hells. 

PARAMÈTRES : 

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
OHBREW05
Drowbasla
Some swords have epic histories full of song and fire; others find their mundane origins within the heart of a small town forge. This sword, named for the word etched into the side of the dull metal blade, has no history. There are no records, no references, no mentions of it in any history anywhere. But it cuts down the drow with stunning efficiency. Whether this lack of a history is by design or not is unknown, but anyone who possesses this sword and is faced with hostile drow forces does not seem to care.

STATISTICS:

THAC0: +3
Damage: 1d6+3, +6 vs. drow
Damage type: Piercing
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
Some swords have epic histories full of song and fire; others find their mundane origins within the heart of a small town forge. This sword, named for the word etched into the side of the dull metal blade, has no history. There are no records, no references, no mentions of it in any history anywhere. But it cuts down the drow with stunning efficiency. Whether this lack of a history is by design or not is unknown, but anyone who possesses this sword and is faced with hostile drow forces does not seem to care.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +6 contre les 
- TAC0 : +3 contre les 

Capacités de combat : 
- Inflige 3 points de dégâts tranchants supplémentaires contre les 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
OHBRING1
Stannel Eibor's Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
OHBRING2
Dal Family Ring
This ring is made of a smooth, dark mineral. Carved into it is the spiked-glove crest of the House of Dal, an influential Thayan family noted for their involvement in gladiatorial games.

STATISTICS:

Weight: 0
This ring is made of a smooth, dark mineral. Carved into it is the spiked-glove crest of the House of Dal, an influential Thayan family noted for their involvement in gladiatorial games.

PARAMÈTRES : 

Poids : 0
OHBSHLD1
Kazrah's Shield +4
Legends say this shield was once used by a stalwart adventurer to capture the soul of a massive blue dragon he was battling. Some of these legends claim the adventurer was named Kazrah. Others claim Kazrah was the captured dragon. Whatever the truth, this light blue shield bears the terrible visage of a snarling blue dragon that—one time per day—actually billows lightning from its mouth.

STATISTICS:

Charge abilities:
– Chain Lightning once per day
  Damage: 6d6 electrical (Save vs. Spell for half)
  Range: 40 ft.

Equipped abilities:
– Armor Class: +5
– Electrical Resistance: +50%

Requires:
 12 Strength

Weight: 5
Legends say this shield was once used by a stalwart adventurer to capture the soul of a massive blue dragon he was battling. Some of these legends claim the adventurer was named Kazrah. Others claim Kazrah was the captured dragon. Whatever the truth, this light blue shield bears the terrible visage of a snarling blue dragon that—one time per day—actually billows lightning from its mouth.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +5
- Résistance à l'électricité : +50 %

Capacités de charge : 
- Inflige 6d6 points de dégâts d'électricité supplémentaires (jet de sauvegarde contre les sorts pour éviter) (1 fois par jour)

Poids : 5

Nécessite : 
- Force : 12
OHBSTAF1
Stirv's Wrangler +2
While he didn't construct the staff, Stirv has had it so long he doesn't rightly recall where he obtained it. He would often set out some bait in the woods and wait for a wild animal's approach. Upon spotting the beast, he would use the staff's magic to capture it unharmed.

STATISTICS:

Charge abilities:
– Otiluke's Resilient Sphere once per day
  Range: 40 ft.
  Duration: 1 turn

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
While he didn't construct the staff, Stirv has had it so long he doesn't rightly recall where he obtained it. He would often set out some bait in the woods and wait for a wild animal's approach. Upon spotting the beast, he would use the staff's magic to capture it unharmed.

PARAMÈTRES : 

Capacités de charge : 
- Otiluke's Resilient Sphere (comme un lanceur de sorts de niveau 15) (1 fois par jour)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
OHBWING
Dark Justice +5
Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane.

STATISTICS:

Combat abilities:
– 15% chance of decapitating the opponent with each successful attack
– Each hit drains 1d6 Hit Points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum.

THAC0: +5
Damage: 1d10+5, +5 extra vs. chaotic
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Two-handed Sword 
Type: Two-handed
Requires:
 14 Strength

Weight: 7
Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures chaotiques
- Draine 1d6 points de dégâts magiques à la cible
- 16 % de chance de tuer instantanément la cible

Enchantement : +5
TAC0 : +5
Dégâts : 1d10 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 7

Nécessite : 
- Force : 14
OHBWING2
Dark Justice +5
Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane.

STATISTICS:

Combat abilities:
– 15% chance of decapitating the opponent with each successful attack
– Each hit drains 1d6 Hit Points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum.

THAC0: +5
Damage: 1d10+5, +5 extra vs. chaotic
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Two-handed Sword 
Type: Two-handed
Requires:
 14 Strength

Weight: 7
Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +10
- Résistance à la magie : +100 %
- Le moral du porteur reste au plus haut
- Immunité au sort Maze
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique
- Immunité à la débilité mentale
- Immunité au drain de niveaux
- Immunité au labyrinthe
- Immunité à l'emprisonnement
- Immunité aux toiles
- Immunité à la confusion
- Immunité à la paralysie
- Immunité à la fatigue
- Immunité à l'étourdissement
- Immunité à la lenteur
- Immunité au sommeil
- Immunité aux charmes

Capacités de combat : 
- Inflige 1000 points de dégâts tranchants supplémentaires
- Inflige 1000 points de dégâts d'acide supplémentaires
- Inflige 1500 points de dégâts de froid supplémentaires
- Inflige 1000 points de dégâts perforants supplémentaires
- Inflige 1500 points de dégâts magiques supplémentaires
- Inflige 1500 points de dégâts de feu supplémentaires

Enchantement : +10
TAC0 : +50
Dégâts : 1d10 +1000
Type de dégâts : Contondant
Facteur de vitesse : 0
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 7

Nécessite : 
- Force : 14
OHCHAN50
Splint Mail +2
Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +2 to their Armor Class.

STATISTICS:

Armor Class: 2 (1 vs. piercing and missile, 0 vs. crushing)
Requires:
 8 Strength

Weight: 10
Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +2 to their Armor Class.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2 contre les armes contondantes
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 10

Nécessite : 
- Force : 8
OHDARMOR
Silver Dragon Scale
This armor, forged from the scales of a silver dragon, is a dead giveaway of wrongdoing on the part of the wearer. While the protection it offers is impressive, one cannot ignore the fact that a creature of incredible grace and beauty had to be destroyed in order for this armor to be made.

STATISTICS:

Equipped Abilities:
– Charisma: -2
– Magic Resistance: +15%
– Movement rate increased by 3

Combat abilities:
– Heals wearer 2 Hit Points each time damage is taken

Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile)
Requires:
 8 Strength

Weight: 15
This armor, forged from the scales of a silver dragon, is a dead giveaway of wrongdoing on the part of the wearer. While the protection it offers is impressive, one cannot ignore the fact that a creature of incredible grace and beauty had to be destroyed in order for this armor to be made.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : -2
- Empêche le porteur de lancer des sorts profanes
- Charisme : -2
- Vitesse de déplacement : +3
- Résistance à la magie : +15 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 15

Nécessite : 
- Force : 8
OHDART50
Dart +2
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

STATISTICS:

THAC0: +2
Damage: 1d3+2 (missile)
Speed Factor: 0
Proficiency Type: Dart
Type: One-handed

Weight: 0
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Enchantement : +2
TAC0 : +2
Dégâts : 1d3 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
OHDART51
Dart +3
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

STATISTICS:

THAC0: +3
Damage: 1d3+3 (missile)
Speed Factor: 0
Proficiency Type: Dart
Type: One-handed

Weight: 0
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 3

Enchantement : +3
TAC0 : +3
Dégâts : 1d3 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0
Type de compétence : Dart
Type : Arme à 1 main

Poids : 0
OHDHSWD
Holy Long Sword of Tyr +3
These swords are usually referred to as double-edged swords, war swords, or military swords. This blade bears the sigil of Tyr and is intended for his most fervent followers.

STATISTICS:

THAC0: +3
Damage: 1d8+3, +6 extra vs. chaotic evil
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
These swords are usually referred to as double-edged swords, war swords, or military swords. This blade bears the sigil of Tyr and is intended for his most fervent followers.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 6 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
OHDMASK
The Visage
Few would dare double-cross a fiend, and fewer still would attempt to triple-cross one. Dorn Il-Khan, half-orc blackguard from the city of Luskan, was one of the few. Approached by a rival of his demonic patron, he agreed to betray his master. Instead, at a critical juncture, he turned the situation on the rival, binding her into a powerful sword. As a reward, his patron granted him this terrifying mask. The silver mask has a grotesque face distorted into a grimace. When donned, the eyes pulse with a deep red when the wearer speaks, adding to its unsettling presence. It hums with a variety of magical enchantments, inspiring fear in all who gaze upon it.

STATISTICS:

Equipped abilities: 
– THAC0: +1
– Saving Throws: +1
– Immunity to feeblemind, confusion, fear, and charm
– Protects against critical hits

Charge abilities: 
– Domination once per day (Save vs. Spell at -2 negates)
  Duration: 8 rounds

– Breathe Acid once per day
  Damage: 6d6 acid (Save vs. Breath for half)
  Target must save vs. Death at -4 or fall unconscious for 2 rounds

Weight: 1
Few would dare double-cross a fiend, and fewer still would attempt to triple-cross one. Dorn Il-Khan, half-orc blackguard from the city of Luskan, was one of the few. Approached by a rival of his demonic patron, he agreed to betray his master. Instead, at a critical juncture, he turned the situation on the rival, binding her into a powerful sword. As a reward, his patron granted him this terrifying mask. The silver mask has a grotesque face distorted into a grimace. When donned, the eyes pulse with a deep red when the wearer speaks, adding to its unsettling presence. It hums with a variety of magical enchantments, inspiring fear in all who gaze upon it.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- TAC0 : +1
- Jets de sauvegarde : +1
- Le moral du porteur reste au plus haut
- Immunité à l'horreur
- Immunité à la confusion
- Immunité à la peur
- Immunité à la débilité mentale
- Immunité à la panique
- Immunité aux charmes

Capacités de charge : 
- Breathe Acid (1 fois par jour)
- Dominate (1 fois par jour)

Poids : 1
OHDSW03
The Brass Blade +5
This flaming, magical bastard sword was forged in the Elemental Plane of Fire's City of Brass. It was stolen from the city many centuries ago, leaving a long trail of dead behind it as the sultan who oversaw its construction attempted to hunt it down. Over time, his anger cooled and his memory faded, and the sword was left to continually change hands between mortals.

STATISTICS:

Equipped Abilities:
– Fire Resistance: +50%

Charge Abilities:
– Cast Fireball once per day (centered on caster)
  Damage: 10d6 fire (Save vs. Spell for half)
  Area of Effect: 15-ft. radius

THAC0: +5
Damage: 2d4+5, +10 fire damage
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 5
This flaming, magical bastard sword was forged in the Elemental Plane of Fire's City of Brass. It was stolen from the city many centuries ago, leaving a long trail of dead behind it as the sultan who oversaw its construction attempted to hunt it down. Over time, his anger cooled and his memory faded, and the sword was left to continually change hands between mortals.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +50 %

Capacités de charge : 
- Fireball (instantané) (comme un lanceur de sorts de niveau 10) après 2 secondes (1 fois par jour)

Capacités de combat : 
- Inflige 10 points de dégâts de feu supplémentaires (jet de sauvegarde  pour éviter)

Enchantement : +5
TAC0 : +5
Dégâts : 2d4 +5
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 11
OHDSW2HA
Abyssal Blade
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Intelligence: -1

Combat abilities:
– +5 slashing damage vs. good-aligned opponents

THAC0: +3
Damage: 1d10+3, +1d4 fire damage
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : +1
- Intelligence : -1

Capacités de combat : 
- Inflige 1d4 points de dégâts de feu supplémentaires
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures bonnes

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
OHDSW2HB
Abyssal Blade
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

In addition to the sword's regular properties, the demon Ur-Gothoz has been bound within its blade. As he rages with demonic fury at his captivity, the sword is thus empowered.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Intelligence: -1

Combat abilities:
– +5 slashing damage vs. good-aligned opponents
– +5 slashing damage vs. devils

THAC0: +3
Damage: 1d10+3, +1d4 fire damage
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

In addition to the sword's regular properties, the demon Ur-Gothoz has been bound within its blade. As he rages with demonic fury at his captivity, the sword is thus empowered.

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : +1
- Intelligence : -1

Capacités de combat : 
- Inflige 1d4 points de dégâts de feu supplémentaires
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures bonnes
- Inflige 5 points de dégâts tranchants supplémentaires contre les diablotins

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
OHDSW2HC
Abyssal Blade
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

In addition to the sword's regular properties, the demon Azothet has been bound within its blade. As she rages with demonic fury at her captivity, the sword is thus empowered.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Intelligence: -1

Combat abilities:
– +5 slashing damage vs. good-aligned opponents
– +5 slashing damage vs. demons

THAC0: +3
Damage: 1d10+3, +1d4 fire damage
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

In addition to the sword's regular properties, the demon Azothet has been bound within its blade. As she rages with demonic fury at her captivity, the sword is thus empowered.

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : +1
- Intelligence : -1

Capacités de combat : 
- Inflige 1d4 points de dégâts de feu supplémentaires
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures bonnes
- Inflige 5 points de dégâts tranchants supplémentaires contre les tanar'ris

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
OHDSW2HD
Abyssal Blade
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

In addition to the sword's regular properties, two rival demons have been magically bound within its blade. As they rage with fury at both each other and against their captivity, they thus empower the blade.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Intelligence: -1

Combat abilities:
– +5 slashing damage vs. good-aligned opponents
– +5 slashing damage vs. devils
– +5 slashing damage vs. demons

THAC0: +3
Damage: 1d10+3, 1d4 fire damage
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound.

In addition to the sword's regular properties, two rival demons have been magically bound within its blade. As they rage with fury at both each other and against their captivity, they thus empower the blade.

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : +1
- Intelligence : -1

Capacités de combat : 
- Inflige 1d4 points de dégâts de feu supplémentaires
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures bonnes
- Inflige 5 points de dégâts tranchants supplémentaires contre les démons

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
OHHCLOAK
Cloak of Dragomir
This cloak was crafted and imbued with powerful undead magic by the necromancer Zulann Fass while she was in the employ of the warlord Dragomir. Dragomir had been turned to vampirism and, not wanting to leave his previous life behind, demanded that Zulann craft a magical garment that would allow him to travel in the light of the sun without being destroyed. While Zulann was successful, the cloak severely dampened many of the vampiric abilities that Dragomir had come to enjoy. 

For this inconvenience, she was drained of her lifeblood by Dragomir and left to die.

STATISTICS:

Equipped abilities: 
– Allows a vampire to travel outside during the day and in full view of the sun, albeit with the following penalties:
 Strength: -6
 Dexterity: -4
 Intelligence: -2
 Wisdom: -2
 Charisma: -4

Wearable only by vampires.

Weight: 3
This cloak was crafted and imbued with powerful undead magic by the necromancer Zulann Fass while she was in the employ of the warlord Dragomir. Dragomir had been turned to vampirism and, not wanting to leave his previous life behind, demanded that Zulann craft a magical garment that would allow him to travel in the light of the sun without being destroyed. While Zulann was successful, the cloak severely dampened many of the vampiric abilities that Dragomir had come to enjoy. 

For this inconvenience, she was drained of her lifeblood by Dragomir and left to die.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : -6
- Dextérité : -4
- Intelligence : -2
- Sagesse : -2
- Charisme : -4

Poids : 3
OHHDAG01
The Jade Fang +3
This dagger is made entirely from a single cut of jade and has an edge suitable for splitting hairs. A complex ornamental design can be seen on either side, although their historical or cultural significance has long since been forgotten.

The Jade Fang was the weapon of choice for famed Shou Lung thief Niu Weidan, who would use the dagger to immobilize his opponents before draining them of their life force to reinforce his own. Cornered countless times, Niu was always successful in using this dagger to escape. In the end, it wasn't an enemy or vengeful victim that felled Niu, but rather old age. The blade was passed down through his family as an heirloom and did not see use as a combat weapon from that point onward.

STATISTICS:

Combat abilities:
– 5% chance of stunning hit target for 10 seconds
– Each successful hit heals the wielder for 1 HP

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

Weight: 1
This dagger is made entirely from a single cut of jade and has an edge suitable for splitting hairs. A complex ornamental design can be seen on either side, although their historical or cultural significance has long since been forgotten.

The Jade Fang was the weapon of choice for famed Shou Lung thief Niu Weidan, who would use the dagger to immobilize his opponents before draining them of their life force to reinforce his own. Cornered countless times, Niu was always successful in using this dagger to escape. In the end, it wasn't an enemy or vengeful victim that felled Niu, but rather old age. The blade was passed down through his family as an heirloom and did not see use as a combat weapon from that point onward.

PARAMÈTRES : 

Capacités de combat : 
- Soigne +1 points de vie au porteur de manière permanente
- 6 % de chance d'étourdir la cible pendant 10 secondes

Enchantement : +3
TAC0 : +3
Dégâts : 1d4 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
OHHKORK
Korkorran's Cowl
This tattered, shabby-looking cowl gives off an aura of powerful magic and bears the faint odor of rotting flesh. Created by the lich Korkorran to protect himself against unprovoked—and often provoked—attack, the cowl also functions to protect the user against sunlight and fire-based attacks. 

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Fire Resistance: 20%
– Allows vampires and other sun-sensitive undead to travel during the day, with the following penalties:
  Strength: -5
  Dexterity: -5
  Wisdom: -1
  Charisma: -3

Wearable only by undead.

Weight: 3
This tattered, shabby-looking cowl gives off an aura of powerful magic and bears the faint odor of rotting flesh. Created by the lich Korkorran to protect himself against unprovoked—and often provoked—attack, the cowl also functions to protect the user against sunlight and fire-based attacks. 

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : -1 contre la paralysie, la mort et les poisons
- Jets de sauvegarde : -1 contre les baguettes, les sceptres et les bâtons
- Jets de sauvegarde : -1 contre la pétrification et la métamorphose
- Jets de sauvegarde : -1 contre les souffles
- Jets de sauvegarde : -1 contre les sorts
- Force : -5
- Dextérité : -5
- Sagesse : -1
- Charisme : -3
- Résistance au feu : Multiplié par 20 %

Poids : 3
OHHSCIM
Scimitar +1
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 10
OHLEAT50
Hide Armor +1
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.
This particular suit is enchanted, granting the wearer an additional bonus to protection.

STATISTICS:

Equipped abilities:
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10%
– Move Silently: -20%

Armor Class: 5 (7 vs. piercing and missile)
Requires:
 6 Strength

Weight: 25
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.
This particular suit is enchanted, granting the wearer an additional bonus to protection.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 5
- Empêche le porteur de lancer des sorts profanes
- Vol à la tire : -10 %
- Crochetage de serrures : -10 %
- Détection/désamorçage des pièges : -10 %
- Furtivité : -20 %

Poids : 25

Nécessite : 
- Force : 6
OHLEAT51
Hide Armor +2
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.
This particular suit is enchanted, granting the wearer an additional bonus to protection.

STATISTICS:

Equipped abilities:
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10%
– Move Silently: -20%

Armor Class: 4 (6 vs. piercing and missile)
Requires:
 6 Strength

Weight: 15
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.
This particular suit is enchanted, granting the wearer an additional bonus to protection.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 4
- Empêche le porteur de lancer des sorts profanes
- Vol à la tire : -10 %
- Crochetage de serrures : -10 %
- Détection/désamorçage des pièges : -10 %
- Furtivité : -20 %

Poids : 15

Nécessite : 
- Force : 6
OHLEAT52
Hide Armor +3
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.
This particular suit is enchanted, granting the wearer an additional bonus to protection.

STATISTICS:

Equipped abilities:
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10%
– Move Silently: -20%

Armor Class: 3 (5 vs. piercing and missile)
Requires:
 6 Strength

Weight: 10
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.
This particular suit is enchanted, granting the wearer an additional bonus to protection.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Vol à la tire : -10 %
- Crochetage de serrures : -10 %
- Détection/désamorçage des pièges : -10 %
- Furtivité : -20 %

Poids : 10

Nécessite : 
- Force : 6
OHLEAT53
Studded Leather Armor +3
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

STATISTICS:

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

Weight: 6
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +1 contre les projectiles
- Classe d'armure de base : 4
- Empêche le porteur de lancer des sorts profanes

Poids : 6

Nécessite : 
- Force : 6
OHNAMUL1
Talisman of the Hearthfire
Gripping this talisman tightly, the user is immediately whisked away via magical means to predefined location. This particular Talisman of the Hearthfire has been constructed to bring the user to a hidden forest refuge within Amn.

STATISTICS:

Weight: 1
Gripping this talisman tightly, the user is immediately whisked away via magical means to predefined location. This particular Talisman of the Hearthfire has been constructed to bring the user to a hidden forest refuge within Amn.

PARAMÈTRES : 

Poids : 1
OHNAMUL2
Wooden Horse Necklace
At first glance, this necklace appears to be nothing more than a wooden horse figurine on a string. However, closer inspection reveals an amulet of protection embedded within.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Weight: 1
At first glance, this necklace appears to be nothing more than a wooden horse figurine on a string. However, closer inspection reveals an amulet of protection embedded within.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +2

Poids : 1
OHNHAMM1
The Brick +2
Typically, when wizards select items to magically enchant, they choose finely crafted weapons or suits of armor. The wild mage Reginald selected a pole with a brick attached to the end. While effective, it is not aesthetically pleasing. 

In addition to radiating an aura of wild magic, when hurled at an enemy, the Brick will magically return to the thrower. Being struck by the Brick disrupts whatever spell was being cast at the time.

"Nobody beats the Brick!"

STATISTICS:

Equipped abilities:
– Aura of Wild Magic: 10% chance that a spell cast within 10 ft. of the wielder (by friend or foe alike) will be affected by a wild surge

Combat abilities:
– Returns to the wielder's hand when thrown
– Target suffers 1d12 magical damage and 100% spellcasting failure for the next round (Save vs. Spell negates)

THAC0: +2
Damage: 1d4+3
Damage type (melee): Crushing
Damage type (thrown): Missile
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 4
Typically, when wizards select items to magically enchant, they choose finely crafted weapons or suits of armor. The wild mage Reginald selected a pole with a brick attached to the end. While effective, it is not aesthetically pleasing. 

In addition to radiating an aura of wild magic, when hurled at an enemy, the Brick will magically return to the thrower. Being struck by the Brick disrupts whatever spell was being cast at the time.

"Nobody beats the Brick!"

PARAMÈTRES : 

Capacités de combat (Thrown) : 
- Revient dans la main du lanceur
- Inflige 1d12 points de dégâts magiques supplémentaires (jet de sauvegarde contre les sorts pour éviter)
- Provoque l'échec des sorts divins incantés par la cible pendant 1 round (jet de sauvegarde contre les sorts pour éviter)
- Provoque l'échec des sorts profanes incantés par la cible pendant 1 round (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2

Capacités de combat (Melee) : 
- Inflige 1d12 points de dégâts magiques supplémentaires (jet de sauvegarde contre les sorts pour éviter)
- Provoque l'échec des sorts divins incantés par la cible pendant 1 round (jet de sauvegarde contre les sorts pour éviter)
- Provoque l'échec des sorts profanes incantés par la cible pendant 1 round (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 2

Type de compétence : War Hammer
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 9
OHNHELM1
Thayan Circlet
Red Wizards of Thay consider wild magic dangerous. Its practice is prohibited among their members; no wild mage is allowed within their ranks.

An ambitious young wild mage named Vicross's fear of discovery and desire to master her capricious magic were so great that she managed to conceal her status and rise through the Red Wizard hierarchy. She became an autharch for Aznar Thrul, the tharchion of Priador. In this position, she created the Order of Eight Staves, designed to study wild magic. For years, Vicross and her underlings hunted and captured wild mages across Faerûn, performing a variety of tests on their prisoners, collecting and analyzing results.

Eventually Vicross concocted techniques capable of partially controlling wild surges. She was able to enchant this circlet to reduce wild surge probability—and to minimize negative results. Fearful of her ever suspicious fellow Red Wizards, she wore it at all times, to keep her wild magic from betraying her.

STATISTICS:

Equipped abilities:
– +15% probability that a wild surge will have positive effect

Weight: 1
Red Wizards of Thay consider wild magic dangerous. Its practice is prohibited among their members; no wild mage is allowed within their ranks.

An ambitious young wild mage named Vicross's fear of discovery and desire to master her capricious magic were so great that she managed to conceal her status and rise through the Red Wizard hierarchy. She became an autharch for Aznar Thrul, the tharchion of Priador. In this position, she created the Order of Eight Staves, designed to study wild magic. For years, Vicross and her underlings hunted and captured wild mages across Faerûn, performing a variety of tests on their prisoners, collecting and analyzing results.

Eventually Vicross concocted techniques capable of partially controlling wild surges. She was able to enchant this circlet to reduce wild surge probability—and to minimize negative results. Fearful of her ever suspicious fellow Red Wizards, she wore it at all times, to keep her wild magic from betraying her.

PARAMÈTRES : 

Capacités d'équipement : 
- Hiatus entropique : +15

Poids : 1
OHNROBE1
Robe of Goodman Hayes
This robe was fashioned for Hayes, the traitorous husband of Telana, soon after he discovered his talents as a wild mage. Very wealthy at the time, Hayes commissioned Halruaan wizards to craft it with silk, expensive dyes, and enchantments that would complement his unique talents. 

Unfortunately, he wore it only twice: Its richness and clearly magical nature attracted the attention of the Red Wizards who soon pursued him. He gave up using magic unless it was absolutely necessary, hid the robe away, and started wearing a simple tunic. His wife salvaged the robe and passed it on to .

STATISTICS:

Equipped abilities:
– Permanent Chaos Shield on wearer
– Armor Class: -1 penalty

Weight: 3
This robe was fashioned for Hayes, the traitorous husband of Telana, soon after he discovered his talents as a wild mage. Very wealthy at the time, Hayes commissioned Halruaan wizards to craft it with silk, expensive dyes, and enchantments that would complement his unique talents. 

Unfortunately, he wore it only twice: Its richness and clearly magical nature attracted the attention of the Red Wizards who soon pursued him. He gave up using magic unless it was absolutely necessary, hid the robe away, and started wearing a simple tunic. His wife salvaged the robe and passed it on to .

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -1
- Hiatus entropique : Passe à 15

Poids : 3
OHNROBE2
Robe of Invocation
Wizards specializing in the school of invocation know how dangerous their magic can be—even to the casters themselves. Some go to great lengths to ensure their own safety, wearing protective equipment to minimize damage from their own fireballs. This robe is such an item, providing its wearer with increased resistance to elemental energies.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%
– Cold Resistance: +20%
– Acid Resistance: +20%
– Electrical Resistance: +20%

Weight: 6
Wizards specializing in the school of invocation know how dangerous their magic can be—even to the casters themselves. Some go to great lengths to ensure their own safety, wearing protective equipment to minimize damage from their own fireballs. This robe is such an item, providing its wearer with increased resistance to elemental energies.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +20 %
- Résistance au froid : +20 %
- Résistance à l'électricité : +20 %
- Résistance à l'acide : +20 %

Poids : 6
OHNROBE3
Tunic of Blindeye
Wild mage Nareth Blindeye was a wealthy scholar in the city of Baldur's Gate. Hearing rumors from across the country of Thayan Red Wizards abducting wild mages, Nareth concluded it would be best to face his enemies on his own terms. Before fleeing the city, he infused his travel clothes with strong wild magic. Though it would affect everyone in a given combat, he was more experienced controlling wild surges than his enemies. While effective, the tunic did not save Nareth from capture by the Order of Eight Staves. His current whereabouts are unknown.

STATISTICS:

Charge abilities:
– Wildzone once per day
  All spells cast within a 15-ft. radius are treated as wild surges for 1 turn (Save vs. Spell negates)

Equipped abilities:
– Movement rate increased by 2 (base is 9)
– Magic Damage Resistance: +25%

Weight: 3
Wild mage Nareth Blindeye was a wealthy scholar in the city of Baldur's Gate. Hearing rumors from across the country of Thayan Red Wizards abducting wild mages, Nareth concluded it would be best to face his enemies on his own terms. Before fleeing the city, he infused his travel clothes with strong wild magic. Though it would affect everyone in a given combat, he was more experienced controlling wild surges than his enemies. While effective, the tunic did not save Nareth from capture by the Order of Eight Staves. His current whereabouts are unknown.

PARAMÈTRES : 

Capacités d'équipement : 
- Vitesse de déplacement : +2
- Résistance aux dégâts magiques : +25 %

Capacités de charge : 
- Les sorts lancés par la cible déclenchent un hiatus entropique pendant 7 secondes (jet de sauvegarde contre les sorts pour éviter) (1 fois par jour)

Poids : 3
OHNSHLD1
Shield of Fyrus Khal +2
Fyrus Khal and his wife Amanis were well-known entertainers across Calimshan. They would travel from city to city, festival to festival, performing feats of magic and acrobatic skill. As part of their act, Fyrus would enter into a mock argument with his wife, who would hurl spells at him in a staged fit of rage. His shield, painted with a colorful and intricate design, would bounce the harmless spells back at her to the delight of the crowd.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– Fire Resistance: +10%
– Cold Resistance: +10%
– Acid Resistance: +10%
– Electrical Resistance: +10%
– Aura of Magical Protection: All allies within 10 ft. receive +5% Magical Resistance

Charge abilities:
– Spell Turning once per day
  Special: Reflects 12 levels' worth of spells targeted at the user
  Duration: 45 rounds

Requires:
 12 Strength

Weight: 7
Fyrus Khal and his wife Amanis were well-known entertainers across Calimshan. They would travel from city to city, festival to festival, performing feats of magic and acrobatic skill. As part of their act, Fyrus would enter into a mock argument with his wife, who would hurl spells at him in a staged fit of rage. His shield, painted with a colorful and intricate design, would bounce the harmless spells back at her to the delight of the crowd.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Résistance au feu : +10 %
- Résistance au froid : +10 %
- Résistance à l'électricité : +10 %
- Résistance à l'acide : +10 %

Capacités de charge : 
- Spell Turning (comme un lanceur de sorts de niveau 15) (1 fois par jour)

Poids : 7

Nécessite : 
- Force : 12
OHNSLNG1
Wild Sling +1
Whenever wild mages congregate, strange things happen. Items take on bizarre properties, and spells by non-wild mages can surge unexpectedly. This sling is an item altered by a large concentration of wild mages. 

When a bullet is hurled from the sling, it absorbs wild magical energy, transferring it to the target when the bullet strikes. In addition to being quite painful, the bullet will cause any spell cast by the target in the next round to be affected by a wild surge.

STATISTICS:

Combat abilities:
– Target must save vs. Spell or suffer 100% chance of wild surge for 1 round

THAC0: +1
Damage: +1 (missile)
Speed Factor: 5
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 1
Whenever wild mages congregate, strange things happen. Items take on bizarre properties, and spells by non-wild mages can surge unexpectedly. This sling is an item altered by a large concentration of wild mages. 

When a bullet is hurled from the sling, it absorbs wild magical energy, transferring it to the target when the bullet strikes. In addition to being quite painful, the bullet will cause any spell cast by the target in the next round to be affected by a wild surge.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de combat : 
- Les sorts lancés par la cible déclenchent un hiatus entropique pendant 1 round (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +1
TAC0 : +1
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
OHPLAT50
Plate Mail +2
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

STATISTICS:

Armor Class: 1 (-2 vs. slashing)
Requires:
 12 Strength

Weight: 20
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 20

Nécessite : 
- Force : 12
OHRAMUL1
Brooch of the Vagrant Blades
The face of this finely detailed brooch features an impossibly detailed scene of an adventurer battling a troll. The image seems to have no connection to the jewelry's enchantment, which allows the wearer to reflect magic missiles back at their attacker.

STATISTICS:

Equipped abilities:
– Reflects magic missiles back at the attacker

Weight: 0
The face of this finely detailed brooch features an impossibly detailed scene of an adventurer battling a troll. The image seems to have no connection to the jewelry's enchantment, which allows the wearer to reflect magic missiles back at their attacker.

PARAMÈTRES : 

Capacités d'équipement : 
- Renvoie le sort Magic Missile
- Renvoie les projectiles magiques

Poids : 0
OHRAX1H1
Hojar's Fame +1
This axe has been magically enchanted to smother its target in flames with each strike. The enchantment was poor, however, and the effect does not always appear.

STATISTICS:

Combat abilities:
– 25% chance of each hit inflicting an additional 1d8 points of fire damage

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
This axe has been magically enchanted to smother its target in flames with each strike. The enchantment was poor, however, and the effect does not always appear.

PARAMÈTRES : 

Capacités de combat : 
- 26 % de chance d'infliger 1d8 points de dégâts de feu supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Axe
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
OHRAXE01
Dwarven Pickaxe +1
The dwarves are fond of these weapons for obvious reasons: They are perfect for digging precious gems from the earth. Pickaxes are also ideal for piercing heavy armor, even full plate. The dwarves make their picks from a strong, light alloy of unknown properties. This metal keeps a sharp edge even after vigorous mining or combat.

STATISTICS:

THAC0: +1
Damage: 2d4+1 (piercing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
 7 Strength

Weight: 5
The dwarves are fond of these weapons for obvious reasons: They are perfect for digging precious gems from the earth. Pickaxes are also ideal for piercing heavy armor, even full plate. The dwarves make their picks from a strong, light alloy of unknown properties. This metal keeps a sharp edge even after vigorous mining or combat.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 2d4 +1
Type de dégâts : Perforant
Facteur de vitesse : 6
Type de compétence : Axe
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 7
OHRBELT1
Ox-Tail Belt
This is a frayed belt made from a preserved ox tail. Why anyone would create such an ugly thing is beyond your understanding—you suspect it might possess a magical enchantment or two. Despite the constant ridicule the belt attracts, it seems to substantially reduce the odds of being struck by projectiles.

STATISTICS:

Equipped abilities:
– Armor Class: +4 vs. missile attacks
– Charisma: -2

Weight: 2
This is a frayed belt made from a preserved ox tail. Why anyone would create such an ugly thing is beyond your understanding—you suspect it might possess a magical enchantment or two. Despite the constant ridicule the belt attracts, it seems to substantially reduce the odds of being struck by projectiles.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4 contre les projectiles
- Charisme : -2

Poids : 2
OHRBELT2
Belt of Minor Invulnerability
When worn, this belt causes nervousness, shaking, and profuse sweating. The effect is temporary and fades after the belt is removed. The belt's origins have long been lost to time—one can only surmise that it was intended as some sort of cruel joke.

STATISTICS:

Equipped abilities:
– Each time the wearer is hit, there is a 5% chance of  receiving a temporary Minor Globe of Invulnerability that lasts for 2 turns

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

Weight: 2
When worn, this belt causes nervousness, shaking, and profuse sweating. The effect is temporary and fades after the belt is removed. The belt's origins have long been lost to time—one can only surmise that it was intended as some sort of cruel joke.

PARAMÈTRES : 

Capacités de charge : 
- Minor Globe of Invulnerability (comme un lanceur de sorts de niveau 20) (1 fois par jour)

Poids : 2
OHRBOOT1
Night Walkers
Worshippers of Shar favor stealth, secrecy, and the cover of darkness. These boots are tailor-made for that mindset, and are obviously linked to Shar in some way. The Night Walkers, as they are called, aren't made from the hide of any known beast, and appear darker than a midnight sky.

While the boots lack any sort of magical aura, they provide the wearer with several benefits. Anyone wearing the Night Walkers moves more quickly, and their movement cannot be restricted. The boots also allow the wearer to hide from sight, enabling quick escape.

STATISTICS:

Equipped abilities:
– Movement rate increased by 2 (base is 9)
– Immunity to Web, Grease, and Entangle

Charge abilities:
– Shadow Door three times per day
  Duration: 9 rounds

Weight: 3
Worshippers of Shar favor stealth, secrecy, and the cover of darkness. These boots are tailor-made for that mindset, and are obviously linked to Shar in some way. The Night Walkers, as they are called, aren't made from the hide of any known beast, and appear darker than a midnight sky.

While the boots lack any sort of magical aura, they provide the wearer with several benefits. Anyone wearing the Night Walkers moves more quickly, and their movement cannot be restricted. The boots also allow the wearer to hide from sight, enabling quick escape.

PARAMÈTRES : 

Capacités d'équipement : 
- Vitesse de déplacement : +2
- Immunité au sort Vortex Web
- Immunité au sort Entangle
- Immunité au sort Grease
- Immunité au sort Plant Growth
- Immunité aux toiles

Capacités de charge : 
- Shadow Door (instantané) (3 fois par jour)

Poids : 3
OHRBRAC1
Gauntlets of Aln Zekk
Aln Zekk, as he began calling himself, rose as a tyrant and master amongst the ranks of monks devoted to Ilmater, the Broken God. His view regarding suffering and how it brought the faithful closer to their god was not shared by the other monks of his order. Eventually, they rose up to cast him down. He fled, leaving his gauntlets behind. Zekk has not been seen or heard from since.

STATISTICS:

Combat abilities:
– +3 damage when attacking with fists
– 15% chance of inflicting 1d10 cold damage with each successful melee attack

Weight: 2
Aln Zekk, as he began calling himself, rose as a tyrant and master amongst the ranks of monks devoted to Ilmater, the Broken God. His view regarding suffering and how it brought the faithful closer to their god was not shared by the other monks of his order. Eventually, they rose up to cast him down. He fled, leaving his gauntlets behind. Zekk has not been seen or heard from since.

PARAMÈTRES : 

Capacités d'équipement : 
- À chaque attaque de mêlée réussie: 15 % de chance d'infliger 1d10 points de dégâts de froid au porteur
- Dégâts des poings : +3

Poids : 2
OHRCLCK1
Cowl of the Stars
Though the Sun Soul philosophy's adherents avoid violence when possible, this cowl was designed to avoid it after it becomes impossible. When the command word is spoken, a series of small flaming hot globes appear in the wearer's hands that can be thrown unerringly towards a target.

STATISTICS:

Charge abilities:
– Melf's Minute Meteors once per day as a wizard of the same level as the wearer

Weight: 3
Though the Sun Soul philosophy's adherents avoid violence when possible, this cowl was designed to avoid it after it becomes impossible. When the command word is spoken, a series of small flaming hot globes appear in the wearer's hands that can be thrown unerringly towards a target.

PARAMÈTRES : 

Capacités de charge : 
- Melf's Minute Meteors (instantané) (1 fois par jour)

Poids : 3
OHRCLCK2
Cloak of Unerring Strikes
"A good defense is twice as much offense!", the legendary Herold Mance would frequently say. This was his cloak, and though he died many years ago, his latent abilities seem to have leeched into the fabric. Or alternatively, the cloak was built for him and was the reason for his success with wielding two swords at once. It is unlikely historians will ever know.

STATISTICS:

Equipped abilities:
– THAC0: +2 with off hand

Weight: 3
"A good defense is twice as much offense!", the legendary Herold Mance would frequently say. This was his cloak, and though he died many years ago, his latent abilities seem to have leeched into the fabric. Or alternatively, the cloak was built for him and was the reason for his success with wielding two swords at once. It is unlikely historians will ever know.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 de la main secondaire : +2

Poids : 3
OHRCLCK3
Cloak of Atonement
Atonement involves making reparations, paying a price. The Cloak of Atonement takes this requirement literally. In exchange for protection and safety, it will leech the health of its wearer to power itself.

STATISTICS:

Charge abilities (50 charges): 
– On use, this cloak can reduce the wearer's Constitution score by one point for the next 8 hours in order to perform one of the following functions: 
  30% chance to cast Armor of Faith
  25% chance to cast Chant
  20% chance to cast Chaotic Commands 
  15% chance to cast Death Ward
  10% chance to cast Shield of the Archons

Weight: 3
Atonement involves making reparations, paying a price. The Cloak of Atonement takes this requirement literally. In exchange for protection and safety, it will leech the health of its wearer to power itself.

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (50 charges, l'objet est détruit quand toutes les charges sont utilisées)
  Constitution : -1 pendant 8 heures
  30 % de chance de lancer instantanément le sort Armor of Faith sur le porteur (comme un lanceur de sorts de niveau 15)
  26 % de chance de lancer instantanément le sort Chant sur le porteur (comme un lanceur de sorts de niveau 15)
  21 % de chance de lancer instantanément le sort Chaotic Commands sur le porteur (comme un lanceur de sorts de niveau 15)
  16 % de chance de lancer instantanément le sort Death Ward sur le porteur (comme un lanceur de sorts de niveau 15)
  8 % de chance de lancer instantanément le sort Shield of the Archons sur le porteur (comme un lanceur de sorts de niveau 15)

Poids : 3
OHRCLCK4
Cloak of the Dark Moon
Those that worship Shar often draw upon their dark goddess's power in creating magical items. This Cloak of the Dark Moon seems to have been crafted under such circumstances.

At first glance, this cloak seems to absorb all light cast upon it, appearing as a pile of black nothingness. Upon closer inspection, it becomes apparent that this finely crafted cloak is not entirely black; it has a subtle and endlessly shifting texture to it. The cloak possesses no magical aura, but does indeed have potent abilities. When worn, it will rapidly shrink or expand to properly fit the wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2 at night
– Immunity to blindness

Charge abilities:
– Protection from Magical Energy 3 times per day
  Area of Effect: The wearer
  Duration: 4 hours

Weight: 3
Those that worship Shar often draw upon their dark goddess's power in creating magical items. This Cloak of the Dark Moon seems to have been crafted under such circumstances.

At first glance, this cloak seems to absorb all light cast upon it, appearing as a pile of black nothingness. Upon closer inspection, it becomes apparent that this finely crafted cloak is not entirely black; it has a subtle and endlessly shifting texture to it. The cloak possesses no magical aura, but does indeed have potent abilities. When worn, it will rapidly shrink or expand to properly fit the wearer.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Immunité à l'aveuglement

Capacités de charge : 
- Protection From Magic Energy (comme un lanceur de sorts de niveau 20) (3 fois par jour)

Poids : 3
OHREAVER
Ir'revrykal +5
The Unholy Reaver: Ir'revrykal
This dark, two-handed sword radiates evil from a distance. The weapon is not just unholy, but unearthly as well. Long thought to be just a myth, the blade's infamy pervades the accounts of learned bards and ancient sages. According to these accounts, the githyanki wizard-smith Ir'mlar forged the blade many centuries ago in dark caverns deep beneath Tu'narath. This githyanki city floats in the Astral Plane upon the petrified corpse of a dead god known only as "the One in the Void." To craft the sword, Ir'mlar allegedly used the One's own bones, which consist of a metallic substance unknown on the Prime Material Plane. The smith then imbued the weapon with a fiendish entity whom some seers claim was a mighty prince of the lower plane of Carceri. Others claim the sword contains the One in the Void's own spirit, banished within the blade for crimes committed against other gods in past ages. In any case, Ir'revrykal possesses such an enmity against good that only blackguards committed to evil may wield it. Circular runes etched on the blade proclaim its name in ancient tir'su, the githyanki language. The runes translate roughly as "Pain-Servant."

STATISTICS:

Equipped abilities:
– Immunity to charm 

Combat abilities:
– 50% chance to Dispel Magic on each hit

THAC0: +5
Damage: 1d10+5, +5 extra vs. good creatures
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
The Unholy Reaver: Ir'revrykal
This dark, two-handed sword radiates evil from a distance. The weapon is not just unholy, but unearthly as well. Long thought to be just a myth, the blade's infamy pervades the accounts of learned bards and ancient sages. According to these accounts, the githyanki wizard-smith Ir'mlar forged the blade many centuries ago in dark caverns deep beneath Tu'narath. This githyanki city floats in the Astral Plane upon the petrified corpse of a dead god known only as "the One in the Void." To craft the sword, Ir'mlar allegedly used the One's own bones, which consist of a metallic substance unknown on the Prime Material Plane. The smith then imbued the weapon with a fiendish entity whom some seers claim was a mighty prince of the lower plane of Carceri. Others claim the sword contains the One in the Void's own spirit, banished within the blade for crimes committed against other gods in past ages. In any case, Ir'revrykal possesses such an enmity against good that only blackguards committed to evil may wield it. Circular runes etched on the blade proclaim its name in ancient tir'su, the githyanki language. The runes translate roughly as "Pain-Servant."

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité aux charmes

Capacités de combat : 
- Inflige 5 points de dégâts magiques supplémentaires contre les créatures bonnes
- 51 % de chance de dissiper la magie assurément sur la cible
- 51 % de chance de guérir la surdité de la cible
- 51 % de chance de guérir la Débilité mentale de la cible

Enchantement : +5
TAC0 : +5
Dégâts : 1d10 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
OHREYEB
Eyes of the Beholder
Ages ago, the infamous conjurer Nederath created this artifact from the remains of a powerful beholder. It takes the form of a helm crowned by ten eyestalks. The wearer can gaze through a central eye and focus the helm's power toward enemies.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Protects against critical hits

Charge abilities (May be used 3 times per day each):
– Control: Target is dominated for 1 turn (Save vs. Spell negates)
– Paralyze: Target is held for 1 turn (Save vs. Spell negates)
– Fear: Target flees in terror for 1 turn (Save vs. Spell negates)

Weight: 2
Ages ago, the infamous conjurer Nederath created this artifact from the remains of a powerful beholder. It takes the form of a helm crowned by ten eyestalks. The wearer can gaze through a central eye and focus the helm's power toward enemies.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +1

Capacités de charge : 
- Domination (instantané) (comme un lanceur de sorts de niveau 1) (3 fois par jour)
- Paralyze (instantané) (comme un lanceur de sorts de niveau 1) (3 fois par jour)
- Fear (instantané) (comme un lanceur de sorts de niveau 1) (3 fois par jour)

Poids : 2
OHRHELM1
Headband of the Devout
Though the Headband of the Devout had always been associated with Shar's worshippers, its creation remains shrouded in mystery. It appeared in the annals of history suddenly and violently, the distinguishing feature of a Sharran clergy member that had "purified" a temple dedicated to Selûne in Waterdeep. It appeared again several decades later in Purskul as Dark Moon monk usurpers terrorized the local nobles. The true origins of the artifact are unknown to this day.

STATISTICS:

Equipped abilities:
– Bless
– Immunity to confusion

Charge abilities:
– Righteous Magic once per day
  User receives +10 Hit Points and +3 Strength (up to 25), and inflicts maximum damage for each successful hit
  Duration: 1 turn

Weight: 1
Though the Headband of the Devout had always been associated with Shar's worshippers, its creation remains shrouded in mystery. It appeared in the annals of history suddenly and violently, the distinguishing feature of a Sharran clergy member that had "purified" a temple dedicated to Selûne in Waterdeep. It appeared again several decades later in Purskul as Dark Moon monk usurpers terrorized the local nobles. The true origins of the artifact are unknown to this day.

PARAMÈTRES : 

Capacités d'équipement : 
- Bénédiction
- Immunité à la confusion

Capacités de charge : 
- Righteous Magic (comme un lanceur de sorts de niveau 10) (1 fois par jour)

Poids : 1
OHRINGWI
Reaching Ring
Ring of Wizardry: Reaching Ring
This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible.

STATISTICS:

Equipped abilities:
– Can memorize one extra 5th-level spell, one extra 6th-level spell, and one extra 7th-level spell

Weight: 0
Ring of Wizardry: Reaching Ring
This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible.

PARAMÈTRES : 

Capacités d'équipement : 
- Unique : Un seul exemple peut être équipé
- Mémorisation d'un sort profane supplémentaire de niveau 7
- Mémorisation d'un sort profane supplémentaire de niveau 6
- Mémorisation d'un sort profane supplémentaire de niveau 5
- Empêche d'utiliser Reaching Ring

Poids : 0
OHRRING1
Ring of Duplication
Daravorn Kheld was gifted with great talents in the field of thievery and felt that it would be a disservice to the world if he were to perish, and so he commissioned the creation of this ring. Merely putting the ring on causes the outline of the wearer to become shifting and wavering, making it more difficult to spot  from a distance and target  with missile weapons. When activated, several exact duplicates of the ring wearer spring up from nowhere. These images do exactly what the original does, making it impossible for opponents to be certain which are the illusions. The effect is fleeting, however, and is best used to escape an unruly situation. Daravorn successfully escaped many potential dangers using this ring, but was eventually captured and drowned within an enclosed water trap.

STATISTICS:

Equipped abilities:
– Armor Class: +1 vs. missile attacks
– Hide In Shadows: +10%

Charge abilities:
– Mirror Image three times per day
  Duration: 18 rounds

Weight: 0
Daravorn Kheld was gifted with great talents in the field of thievery and felt that it would be a disservice to the world if he were to perish, and so he commissioned the creation of this ring. Merely putting the ring on causes the outline of the wearer to become shifting and wavering, making it more difficult to spot  from a distance and target  with missile weapons. When activated, several exact duplicates of the ring wearer spring up from nowhere. These images do exactly what the original does, making it impossible for opponents to be certain which are the illusions. The effect is fleeting, however, and is best used to escape an unruly situation. Daravorn successfully escaped many potential dangers using this ring, but was eventually captured and drowned within an enclosed water trap.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Camouflage dans l'ombre : +10 %

Capacités de charge : 
- Image miroir pendant 8 rounds (3 fois par jour)

Poids : 0
OHRSLNG1
Lupine Sling +2
This enchanted sling seems to have been crafted from the still-bloodied hide of a wild animal. The stench is breathtaking, but the flies that attend to it are far worse. The sling offers unerring accuracy, however, and carries some of its filth with each shot.

STATISTICS:

Combat abilities:
– 15% chance of inflicting disease on hit target

THAC0: +2
Damage: +2 (missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
This enchanted sling seems to have been crafted from the still-bloodied hide of a wild animal. The stench is breathtaking, but the flies that attend to it are far worse. The sling offers unerring accuracy, however, and carries some of its filth with each shot.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de combat : 
- 16 % de chance d'être inefficace contre les cibles immunisées au poison
- 16 % de chance d'être inefficace contre les morts-vivants et les golems
- 16 % de chance d'inoculer une maladie qui inflige 1 point de dégâts de poison toutes les 6 secondes à la cible pendant 1 tour
- 16 % de chance d'inoculer une maladie qui ralentit la cible pendant 1 tour

Enchantement : +2
TAC0 : +2
Dégâts : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
OHRSW1H1
Hawksight +2
This scimitar has been magically enhanced to give it greater accuracy in combat. Any wielder who picks up the sword immediately feels their senses becoming keener, their reflexes sharper.

STATISTICS:

Equipped abilities:
– Dexterity: +1

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
This scimitar has been magically enhanced to give it greater accuracy in combat. Any wielder who picks up the sword immediately feels their senses becoming keener, their reflexes sharper.

PARAMÈTRES : 

Capacités d'équipement : 
- Dextérité : +1

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 10
OHSHLD50
Buckler +2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : +3

Poids : 2

Nécessite : 
- Force : 4
OHSHLD51
Buckler +3
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

STATISTICS:

Equipped abilities:
– Armor Class: +4
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : +4

Poids : 2

Nécessite : 
- Force : 4
OHSW1H51
Wakizashi +2
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (piercing)
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 1
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
OHSW1H52
Wakizashi +3
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (piercing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 1
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
OHSW1H53
Ninjatō +2
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 3
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
OHSW1H54
Ninjatō +3
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 2
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
OHSW1H55
Scimitar +2
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 2
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 10
OHTEMPUS
Holy Symbol of Tempus
Only the most worthy and devoted servants of the Foehammer are granted these powerful holy symbols. 

STATISTICS:

Equipped abilities:
– Strength: +1
– Magic Resistance: +5%
– Can memorize one extra 6th- and 7th-level Cleric spell

Weight: 0
Only the most worthy and devoted servants of the Foehammer are granted these powerful holy symbols. 

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 0
PALHELM
Helm of the Noble +1
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Charisma: +1
– Protects against critical hits

Weight: 2
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +2
- Charisme : +1

Poids : 2
PALPLAT
Armor of the Hart +3
Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men.

STATISTICS:

Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile)
Requires:
 15 Strength

Weight: 45
Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 45

Nécessite : 
- Force : 15
PLAT02
Fallorain's Plate +1
Captain Fallorain, leader of Calimshan's 12th cavalry brigade, wore this enchanted armor for the last time during the Battle of the Spider Swamp. There he lost his life and army trying to rid an unrecorded evil from the area. 

STATISTICS:

Armor Class: 2 (-1 vs. slashing)
Requires:
 11 Strength

Weight: 20
Captain Fallorain, leader of Calimshan's 12th cavalry brigade, wore this enchanted armor for the last time during the Battle of the Spider Swamp. There he lost his life and army trying to rid an unrecorded evil from the area. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 20

Nécessite : 
- Force : 11
PLAT05
Plate of the Dark +1
Dark Lord Hertious, undead Warlord of Bane, wore this piece of armor for over five hundred years. During this time he was rumored to dwell in a castle somewhere within the Earthfast Mountains. How his armor moved to other lands without him is not certain, though the separation of the two was surely unpleasant.

STATISTICS:

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

Weight: 35
Dark Lord Hertious, undead Warlord of Bane, wore this piece of armor for over five hundred years. During this time he was rumored to dwell in a castle somewhere within the Earthfast Mountains. How his armor moved to other lands without him is not certain, though the separation of the two was surely unpleasant.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : 0
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 35

Nécessite : 
- Force : 15
PLAT06
Ankheg Plate Mail
This plate mail has been expertly crafted. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not susceptible to rust. As any world-weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go, but fatigue is a constant enemy.

STATISTICS:

Armor Class: 1 (-2 vs. slashing, 0 vs. piercing and missile)
Requires:
 8 Strength

Weight: 25
This plate mail has been expertly crafted. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not susceptible to rust. As any world-weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go, but fatigue is a constant enemy.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 25

Nécessite : 
- Force : 8
PLAT10
Plate Mail +1
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

STATISTICS:

Armor Class: 2 (-1 vs. slashing)
Requires:
 12 Strength

Weight: 20
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 20

Nécessite : 
- Force : 12
PLAT11
Delver's Plate +2
This armor has been worn by many a fine soldier, but among the best known, and for whom it was named, was Delver Kinlake. He was a vagabond whose strong sword arm and keen wits made him a respected general to the Lords of Waterdeep. A gift from Lord Baeron, the armor served Delver well for thirty years, and after his death, it passed to his eldest son. It has since made its way into the hands of a variety of adventurers.

STATISTICS:

Equipped abilities:
– Save vs. Spell: +2

Armor Class: 1 (-2 vs. slashing)
Requires:
 12 Strength

Weight: 25
This armor has been worn by many a fine soldier, but among the best known, and for whom it was named, was Delver Kinlake. He was a vagabond whose strong sword arm and keen wits made him a respected general to the Lords of Waterdeep. A gift from Lord Baeron, the armor served Delver well for thirty years, and after his death, it passed to his eldest son. It has since made its way into the hands of a variety of adventurers.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 1
- Jets de sauvegarde : +2 contre les sorts
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 25

Nécessite : 
- Force : 12
PLAT12
Doomplate +3
Named by Adarius Shin, the Doomplate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity.

STATISTICS:

Armor Class: 0 (-3 vs. slashing)
Requires:
 12 Strength

Weight: 27
Named by Adarius Shin, the Doomplate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 0
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 27

Nécessite : 
- Force : 12
PLAT13
Gorgon Plate +4
Hunting gorgons is a highly dangerous drow sport. Often, after a successful hunt, the blood of the gorgon is taken and used in the creation of a new suit of plate. This special type of drow plate is actually able to withstand the light of the surface world. 

STATISTICS:

Equipped abilities:
– Fire Resistance: +15%
– Acid Resistance: +15%

Armor Class: -1 (-7 vs. slashing)
Requires:
 12 Strength

Weight: 30
Hunting gorgons is a highly dangerous drow sport. Often, after a successful hunt, the blood of the gorgon is taken and used in the creation of a new suit of plate. This special type of drow plate is actually able to withstand the light of the surface world. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +6 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Résistance au feu : +15 %
- Résistance à l'acide : +15 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 30

Nécessite : 
- Force : 12
PLAT14
Full Plate Mail +1
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors.

STATISTICS:

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

Weight: 35
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : 0
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 35

Nécessite : 
- Force : 15
PLAT15
Pride of the Legion +2
Not many suits of this armor, originally used by the legions of Unther, remain in use today. The few suits that exist are usually in the hands of rich collectors. Simply finding a suit of this armor is enough to earn an adventurer a small fortune. 

STATISTICS:

Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)
Requires:
 15 Strength

Weight: 40
Not many suits of this armor, originally used by the legions of Unther, remain in use today. The few suits that exist are usually in the hands of rich collectors. Simply finding a suit of this armor is enough to earn an adventurer a small fortune. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 40

Nécessite : 
- Force : 15
PLAT16
Armor of the Hart +3
Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men.

STATISTICS:

Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile)
Requires:
 15 Strength

Weight: 45
Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 45

Nécessite : 
- Force : 15
PLAT17
T'rachie's Plate +5
In his aging years, Baron T'rachie coveted the wife of the lowly foot soldier Libol. Instead of openly pursuing her and causing a scandal, he instead created this suit of armor. He gifted it to the soldier. This armor's curse sickened Libol and hideously disfigured him, and his wife fled from him in disgust. Libol, trapped in the armor but not certain of T'rachie's treachery, asked to be sent to the wastes for a dangerous tour of duty against marauding ogres. He never returned, and Baron T'rachie was free to pursue Libol's widow. This armor is cursed and requires powerful magic to remove.

STATISTICS:

Equipped abilities:
– Constitution: -2
– Charisma: -5
– May only be removed with a Remove Curse spell

Armor Class: -2 (-5 vs. slashing)
Requires:
 12 Strength

Weight: 35
In his aging years, Baron T'rachie coveted the wife of the lowly foot soldier Libol. Instead of openly pursuing her and causing a scandal, he instead created this suit of armor. He gifted it to the soldier. This armor's curse sickened Libol and hideously disfigured him, and his wife fled from him in disgust. Libol, trapped in the armor but not certain of T'rachie's treachery, asked to be sent to the wastes for a dangerous tour of duty against marauding ogres. He never returned, and Baron T'rachie was free to pursue Libol's widow. This armor is cursed and requires powerful magic to remove.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : -2
- Empêche le porteur de lancer des sorts profanes
- Constitution : -2
- Charisme : -5
- Vitesse de déplacement : -1
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 35

Nécessite : 
- Force : 12
PLAT18
Red Dragon Scale
Dragon scale armor is light of weight, strong, and resistant to fire. Because of these properties, it is much sought after, but finding, let alone slaying, a powerful ancient dragon is near impossible. It is usually easier to search for an existing suit, such as this one. One should be careful wearing it near dragons, however, particularly red ones.

STATISTICS:

Equipped abilities:
– Fire Resistance: +50%

Armor Class: -1 (-4 vs. slashing, -2 vs. piercing and missile)
Requires:
 8 Strength

Weight: 30
Dragon scale armor is light of weight, strong, and resistant to fire. Because of these properties, it is much sought after, but finding, let alone slaying, a powerful ancient dragon is near impossible. It is usually easier to search for an existing suit, such as this one. One should be careful wearing it near dragons, however, particularly red ones.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +1 contre les armes perforantes
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Résistance au feu : +50 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 30

Nécessite : 
- Force : 8
PLAT19
Full Plate Mail +2
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This +2 armor was created with the Limited Wish spell.

STATISTICS:

Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)
Requires:
 15 Strength

Weight: 40
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This +2 armor was created with the Limited Wish spell.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 40

Nécessite : 
- Force : 15
PLAT20
Blue Dragon Plate
The light but durable scales of the blue dragon provide excellent protection against weapons and all forms of electricity.

STATISTICS:

Equipped abilities:
– Electrical Resistance: +90%

Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)
Requires:
 15 Strength

Weight: 20
The light but durable scales of the blue dragon provide excellent protection against weapons and all forms of electricity.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Résistance à l'électricité : +90 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 20

Nécessite : 
- Force : 15
PLAT21
Enkidu's Full Plate +3
This armor was created for Enkidu, a famed warrior from Kara-Tur. While none dared challenge him in fair combat, Enkidu was often subject to cowardly sneak attacks from assassins, ninjas and Wu-Jen.

STATISTICS:

Equipped abilities:
– Magic Resistance: +5%
– Immunity to backstab

Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile)
Requires:
 15 Strength

Weight: 45
This armor was created for Enkidu, a famed warrior from Kara-Tur. While none dared challenge him in fair combat, Enkidu was often subject to cowardly sneak attacks from assassins, ninjas and Wu-Jen.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -2
- Empêche le porteur de lancer des sorts profanes
- Résistance à la magie : +5 %
- Immunité aux attaques sournoises
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 45

Nécessite : 
- Force : 15
PLAT22
Shuruppak's Plate
Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the title of "Reaper" for his savage butchery of any who opposed him... an identity the bloodthirsty madman eagerly embraced. Before Gilgeam's destruction, the god presented Shuruppak with an enchanted suit of armor, to better enable the Reaper to slaughter his foes.

Shuruppak's plate is surprisingly light and grants the wearer an unnatural quickness and grace. It is not known how Shuruppak lost this treasured item, but one could safely assume he is still looking for it... 
 
STATISTICS:

Equipped abilities:
– Dexterity: +1
– Fire Resistance: +20%

Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile)
Requires:
 12 Strength

Weight: 15
Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the title of "Reaper" for his savage butchery of any who opposed him... an identity the bloodthirsty madman eagerly embraced. Before Gilgeam's destruction, the god presented Shuruppak with an enchanted suit of armor, to better enable the Reaper to slaughter his foes.

Shuruppak's plate is surprisingly light and grants the wearer an unnatural quickness and grace. It is not known how Shuruppak lost this treasured item, but one could safely assume he is still looking for it... 
 
PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -2
- Empêche le porteur de lancer des sorts profanes
- Dextérité : +1
- Résistance au feu : +20 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 15

Nécessite : 
- Force : 12
PLAT23
Full Plate Mail +2
Full plate armor is the best armor a warrior can buy, both in appearance and protection, and the enchantments on this suit are particularly powerful. The intricate engraving and spectacular embossing adorning the suit are of indeterminate origin, as is the armor itself. 

STATISTICS:

Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)
Requires:
 15 Strength

Weight: 50
Full plate armor is the best armor a warrior can buy, both in appearance and protection, and the enchantments on this suit are particularly powerful. The intricate engraving and spectacular embossing adorning the suit are of indeterminate origin, as is the armor itself. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 50

Nécessite : 
- Force : 15
PLOT01P
Old Slippers
It is a miracle that this moldy, misshapen footwear has not already dissolved into a pile of rancid dust.

STATISTICS:

Equipped abilities:
– Cold Resistance: +25%

Weight: 1
It is a miracle that this moldy, misshapen footwear has not already dissolved into a pile of rancid dust.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au froid : +25 %

Poids : 1
REGISAMU
Ruby Pendant of Beguiling
A favorite toy of the halfling thief Regis, perfect for making people see his point of view.

STATISTICS:

Charge abilities:
– Dire Charm once per day (Save vs. Spell negates)
  Range: 35 ft.
  Duration: 1 turn
  Area of Effect: 1 creature

Weight: 1
A favorite toy of the halfling thief Regis, perfect for making people see his point of view.

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  d'être effectif contre les créatures invisibles
  Charme les humanoïdes pendant 1 tour (jet de sauvegarde contre les sorts pour éviter)
  91 % de chance d'être inefficace contre les elfes
  31 % de chance d'être inefficace contre les demi-elfes

Poids : 1
RING01
Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING02
Batalista's Passport
Ring of Fire Resistance: Batalista's Passport
The grand mage Batalista intended this item to aid in his travels in the Plane of Fire, and it is said he repeatedly summoned a salamander from that realm to aid in the construction. Salamanders not being known for their patience, it is likely he should not have pestered his "instructor" quite so much. The finger bearing the finished ring was indeed untouched by the inferno that claimed his tower. Had that finger still been attached, Batalista himself might have fared better.

STATISTICS:

Equipped abilities:
– Fire Resistance: +40%

Weight: 0
Ring of Fire Resistance: Batalista's Passport
The grand mage Batalista intended this item to aid in his travels in the Plane of Fire, and it is said he repeatedly summoned a salamander from that realm to aid in the construction. Salamanders not being known for their patience, it is likely he should not have pestered his "instructor" quite so much. The finger bearing the finished ring was indeed untouched by the inferno that claimed his tower. Had that finger still been attached, Batalista himself might have fared better.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +40 %

Poids : 0
RING03
Druid's Ring
Ring of Animal Friendship: Druid's Ring
A druid order in Cormanthor is said to cautiously guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership.  How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with him.  

STATISTICS:

Charge abilities:
– Charm animal (Save vs. Wand negates)
  Range: 30 ft.
  Duration: 2 hours
  Area of Effect: 1 animal

Weight: 0
Ring of Animal Friendship: Druid's Ring
A druid order in Cormanthor is said to cautiously guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership.  How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with him.  

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (100 charges, l'objet est détruit quand toutes les charges sont utilisées)
  d'être effectif contre les créatures invisibles
  Charme les animaux pendant 2 heures (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  91 % de chance d'être inefficace contre les elfes
  31 % de chance d'être inefficace contre les demi-elfes

Poids : 0
RING04
The Jester's Folly
Ring of Clumsiness: The Jester's Folly
The most notorious owner of this ring made a substantial living exploiting its cursed nature. Gregoria the Foole, a Jester by trade, would use his incomparable sleight of hand to switch this ring with that of a patsy taken from his audience. The rest of his performance would involve the mocking of the newly clumsy individual, much to the delight of their comrades. The ring was removed (by a method known only to the wily Jester) only once the stooge had promised no reprisals for the treatment he had received, though Gregoria frequently still had to make a hasty retreat. His last known performance was rumored to have been an ill-humored mage in Zhentil Keep: a show from which he did not flee quite fast enough.

STATISTICS:

Equipped abilities:
– Dexterity: -50%
– Stealth: -50%
– 75% chance of spellcasting failure
– May only be removed with a Remove Curse spell

Weight: 0
Ring of Clumsiness: The Jester's Folly
The most notorious owner of this ring made a substantial living exploiting its cursed nature. Gregoria the Foole, a Jester by trade, would use his incomparable sleight of hand to switch this ring with that of a patsy taken from his audience. The rest of his performance would involve the mocking of the newly clumsy individual, much to the delight of their comrades. The ring was removed (by a method known only to the wily Jester) only once the stooge had promised no reprisals for the treatment he had received, though Gregoria frequently still had to make a hasty retreat. His last known performance was rumored to have been an ill-humored mage in Zhentil Keep: a show from which he did not flee quite fast enough.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Provoque l'échec de 75 % des sorts divins
- Provoque l'échec de 75 % des sorts profanes
- Dextérité : -50 %
- Furtivité : Multiplié par 50 %

Poids : 0
RING05
Sandthief's Ring
Ring of Invisibility: Sandthief's Ring 
Held by a master Thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob.

STATISTICS:

Charge abilities:
– Invisibility once per day
  Duration: 12 hours
  Area of Effect: The wearer

Weight: 0
Ring of Invisibility: Sandthief's Ring 
Held by a master Thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob.

PARAMÈTRES : 

Capacités de charge : 
- Invisibilité pendant 12 heures (1 fois par jour)

Poids : 0
RING06
Ring of the Princes +1
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 0
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1

Poids : 0
RING07
The Guard's Ring +2
Ring of Protection +2: The Guard's Ring
The Guard was an immortal sentry assigned to protect a tomb that sheltered the body of a princess of the Akanal. Over millennia, respect for the grave disappeared with the memory of the royal family, and adventurers began to try their luck with the Guard. It was inevitable that he would eventually be bested, and when he was, the ring he wore was one of many treasures taken from the tomb.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Weight: 0
Ring of Protection +2: The Guard's Ring
The Guard was an immortal sentry assigned to protect a tomb that sheltered the body of a princess of the Akanal. Over millennia, respect for the grave disappeared with the memory of the royal family, and adventurers began to try their luck with the Guard. It was inevitable that he would eventually be bested, and when he was, the ring he wore was one of many treasures taken from the tomb.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +2

Poids : 0
RING08
Reaching Ring
Ring of Wizardry: Reaching Ring
This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. It was originally commissioned by spellcaster , apparently at great monetary and personal cost.

STATISTICS:

Equipped abilities:
– Can memorize one extra 5th-level spell, one extra 6th-level spell, and one extra 7th-level spell

Weight: 0
Ring of Wizardry: Reaching Ring
This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. It was originally commissioned by spellcaster , apparently at great monetary and personal cost.

PARAMÈTRES : 

Capacités d'équipement : 
- Unique : Un seul exemple peut être équipé
- Mémorisation d'un sort profane supplémentaire de niveau 7
- Mémorisation d'un sort profane supplémentaire de niveau 6
- Mémorisation d'un sort profane supplémentaire de niveau 5
- Empêche d'utiliser Reaching Ring

Poids : 0
RING09
Edventar's Gift
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS:

Equipped abilities:
– The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells.

Weight: 0
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Improved Haste
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au sort Haste
- Immunité à la paralysie
- Immunité à l'étourdissement
- Immunité aux effets affectant la mobilité
- Immunité aux toiles
- Immunité à la lenteur
- Immunité à la hâte
- Action libre de manière permanente

Poids : 0
RING10
Gold Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING11
Silver Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING12
Onyx Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING13
Jade Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING14
Greenstone Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING15
Bloodstone Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING16
Angel Skin Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING17
Flamedance Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING18
Fire Opal Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING19
Ruby Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RING20
The Victor
Ring of Energy: The Victor
Crafted by drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules.

STATISTICS:

Charge abilities:
– Damage: 2d6
  Range: 100 ft.
  Area of Effect: 2-ft. by 100-ft. jet

Weight: 0
Ring of Energy: The Victor
Crafted by drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules.

PARAMÈTRES : 

Capacités de charge : 
- Inflige 2d6 points de dégâts magiques supplémentaires (jet de sauvegarde  pour éviter) (50 charges, l'objet est détruit quand toutes les charges sont utilisées)

Poids : 0
RING21
Topsider's Crutch
Ring of Infravision: Topsider's Crutch

Merchants that dare the risks of trading with the drow of the Great Rift are often given these items to aid in their movements underground. 

STATISTICS:

Equipped abilities:
– Infravision up to 120 ft.

Weight: 0
Ring of Infravision: Topsider's Crutch

Merchants that dare the risks of trading with the drow of the Great Rift are often given these items to aid in their movements underground. 

PARAMÈTRES : 

Capacités d'équipement : 
- Infravision

Poids : 0
RING22
Honorary Ring of Sune
Ring of Holiness: Honorary Ring of Sune
Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness.

STATISTICS:

Equipped abilities:
– Can memorize one extra divine spell of each level from 1st to 4th

Weight: 0
Ring of Holiness: Honorary Ring of Sune
Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 4
- Mémorisation d'un sort divin supplémentaire de niveau 3
- Mémorisation d'un sort divin supplémentaire de niveau 2
- Mémorisation d'un sort divin supplémentaire de niveau 1

Poids : 0
RING23
Discipliner
Ring of Folly: Discipliner
Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled and most egotistical students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher.

STATISTICS:

Equipped abilities:
– Intelligence and Wisdom scores are set to 3
– May only be removed with a Remove Curse spell

Weight: 0
Ring of Folly: Discipliner
Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled and most egotistical students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Intelligence : Passe à 3
- Sagesse : Passe à 3
- Débilité mentale

Poids : 0
RING25
Koveras's Ring of Protection
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 0
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1

Poids : 0
RING26
Ring of Djinni Summoning
An item out of fables, the Ring of Djinni Summoning is highly sought after. Once a day, the wearer of this beautiful ring can summon a djinni who will do as the ring wearer commands. If the djinni should die while in the service of its master, the ring will be destroyed.

STATISTICS:

Charge abilities:
– Summon Djinni once per day
  Range: 20 ft.
  Duration: 1 turn

Weight: 0
An item out of fables, the Ring of Djinni Summoning is highly sought after. Once a day, the wearer of this beautiful ring can summon a djinni who will do as the ring wearer commands. If the djinni should die while in the service of its master, the ring will be destroyed.

PARAMÈTRES : 

Capacités de charge : 
- Invoque une créature (Djinni) pendant 8 heures (1 fois par jour)

Poids : 0
RING27
Ring of Fire Control
This burnished, red ring is engraved with depictions of flames and lava coils. Mages and other planar travelers use these rings to protect themselves while visiting the Elemental Plane of Fire and to command fire elementals to do their bidding.

STATISTICS:

Equipped abilities:
– Fire Resistance: +50%

Charge abilities:
– Charm Fire Elemental once per day (Save vs. Spell at +2 negates)
  Range: Touch
  Duration: 45 seconds
  Area of Effect: 1 fire elemental

– Burning Hands once per day
  Damage: 1d3+2 fire
  Range: 0
  Area of Effect: 5-ft. cone with 120-deg. arc

– Flamestrike once per day
  Damage: 6d8 fire (Save vs. Spell for half)
  Range: Visual range of the user
  Area of Effect: 1 creature

Weight: 0
This burnished, red ring is engraved with depictions of flames and lava coils. Mages and other planar travelers use these rings to protect themselves while visiting the Elemental Plane of Fire and to command fire elementals to do their bidding.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +50 %

Capacités de charge : 
- Charm Fire Elemental (1 fois par jour)
- Flame Strike (1 fois par jour)
- Burning Hands (1 fois par jour)

Poids : 0
RING28
Ring of Air Control
Air elementals make for powerful foes, but with this ring, they can become valuable allies. Dark tales tell of groups of Red Wizards, all with rings of elemental command, descending upon small villages with no warning and destroying every living thing in sight. Although the truth of these rumors is questionable, the fact remains that a ring of this power in the wrong hands is dangerous.

STATISTICS:

Charge abilities:
– Charm Air Elemental once per day (Save vs. Spell at +2 negates)
  Range: Touch
  Duration: 45 seconds
  Area of Effect: 1 air elemental

– Improved Invisibility once per day
  Range: Touch
  Duration: 1 turn
  Area of Effect: 1 creature

Weight: 0
Air elementals make for powerful foes, but with this ring, they can become valuable allies. Dark tales tell of groups of Red Wizards, all with rings of elemental command, descending upon small villages with no warning and destroying every living thing in sight. Although the truth of these rumors is questionable, the fact remains that a ring of this power in the wrong hands is dangerous.

PARAMÈTRES : 

Capacités de charge : 
- Charm Air Elemental (1 fois par jour)
- Improved Invisibility (1 fois par jour)

Poids : 0
RING29
Ring of Earth Control
If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer.
 
STATISTICS:

Equipped abilities:
– Armor Class: +1

Charge abilities:
– Charm Earth Elemental once per day (Save vs. Spell at +2 negates)
  Range: Touch
  Duration: 45 seconds
  Area of Effect: 1 earth elemental

– Stone to Flesh once per day
  Range: Touch
  Area of Effect: 1 creature

Weight: 0
If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer.
 
PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1

Capacités de charge : 
- Charm Earth Elemental (1 fois par jour)
- Stone to Flesh (1 fois par jour)

Poids : 0
RING30
Ring of Human Influence
For seven years, Count Fisfnilt searched the realms for a suitable bride for his son Ewnin. Unfortunately, all the women that Fisfnilt found were not up to the standards set by Ewnin, an impossibly spoiled man. Desiring an heir and impatient with his son, the Count had the court mage fashion this ring. He gifted the ring to a woman of no small courtly influence and Ewnin was instantly smitten. They wed three weeks later.

STATISTICS:

Equipped abilities:
– Charisma: 18

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

Weight: 0
For seven years, Count Fisfnilt searched the realms for a suitable bride for his son Ewnin. Unfortunately, all the women that Fisfnilt found were not up to the standards set by Ewnin, an impossibly spoiled man. Desiring an heir and impatient with his son, the Count had the court mage fashion this ring. He gifted the ring to a woman of no small courtly influence and Ewnin was instantly smitten. They wed three weeks later.

PARAMÈTRES : 

Capacités d'équipement : 
- Charisme : Passe à 18

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  Charme extrême pendant 100 secondes (jet de sauvegarde à +3 contre les sorts pour éviter)
  91 % de chance d'être inefficace contre les elfes
  31 % de chance d'être inefficace contre les demi-elfes

Poids : 0
RING31
Ring of Regeneration
A lowly-ranked Red Wizard named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provided the same regenerative ability as that of the troll. Few were willing to drink the vile liquid, however, and decades later a student of Huhhus created this ring by building upon the foundations of knowledge laid by Huhhus. Within the hollow cavity of the jade ring floats the ichor and brains of a troll, providing a limited regenerative capability to the wearer.

STATISTICS:

Equipped abilities: 
– Regenerate 1 Hit Point per round

Weight: 0
A lowly-ranked Red Wizard named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provided the same regenerative ability as that of the troll. Few were willing to drink the vile liquid, however, and decades later a student of Huhhus created this ring by building upon the foundations of knowledge laid by Huhhus. Within the hollow cavity of the jade ring floats the ichor and brains of a troll, providing a limited regenerative capability to the wearer.

PARAMÈTRES : 

Capacités d'équipement : 
- Régénère 1 point de vie toutes les 6 secondes

Poids : 0
RING33
Ring of the Ram
Also known as the Breaker of Castles, with one word, this ring can unleash fantastic and deadly powers. When it is triggered, a barely discernible, ram-like shape billows forth from the ring. This force can potentially knock opponents off of walls, destroy castle gates, or crush enemies, but it is damaging as well in its own right.

STATISTICS:

Charge abilities:
– Ram once per day
  Damage: 5d6 magic
  Special: Pushes target away from user
  Range: 60 ft.
  Area of Effect: 1 creature

Weight: 0
Also known as the Breaker of Castles, with one word, this ring can unleash fantastic and deadly powers. When it is triggered, a barely discernible, ram-like shape billows forth from the ring. This force can potentially knock opponents off of walls, destroy castle gates, or crush enemies, but it is damaging as well in its own right.

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  Inflige 5d6 points de dégâts magiques supplémentaires
  Renverse et sonne la cible pendant 1 seconde

Poids : 0
RING34
Ring of Spell Turning
A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling through the Cloakwood Forest. Enraged at being disturbed, the mages unleashed a score of Magic Missiles at the seemingly helpless Derek, but to their brief surprise, the assault reflected back and killed them both. Thereafter, without having lifted his blade, Derek was rather sheepishly known as Derek the Red Slayer.

STATISTICS:

Charge abilities:
– Minor Spell Turning once per day
  Special: Rebounds spells of 4th level or lower cast directly at the user
  Duration: 15 rounds or until 4 spell levels have been rebounded

Weight: 0
A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling through the Cloakwood Forest. Enraged at being disturbed, the mages unleashed a score of Magic Missiles at the seemingly helpless Derek, but to their brief surprise, the assault reflected back and killed them both. Thereafter, without having lifted his blade, Derek was rather sheepishly known as Derek the Red Slayer.

PARAMÈTRES : 

Capacités de charge : 
- Minor Spell Turning (comme un lanceur de sorts de niveau 1) (1 fois par jour)

Poids : 0
RING35
Ring of Lock Picks
Derek Drak, one of the most talented burglars in the Shadow Thieves' guild, wore this ring on many of his scores. The ring enhanced Derek's already impressive lockpicking abilities. In the city of Athkatla, there wasn't a door that could not be unlocked by Derek. To activate the ring, the proper command word must be known, at which point the garnet stone on the ring will polymorph into the shape of a key that closely fits the lock.

STATISTICS:

Equipped abilities:
– Pick Locks: +25%

Weight: 0
Derek Drak, one of the most talented burglars in the Shadow Thieves' guild, wore this ring on many of his scores. The ring enhanced Derek's already impressive lockpicking abilities. In the city of Athkatla, there wasn't a door that could not be unlocked by Derek. To activate the ring, the proper command word must be known, at which point the garnet stone on the ring will polymorph into the shape of a key that closely fits the lock.

PARAMÈTRES : 

Capacités d'équipement : 
- Crochetage de serrures : +25 %

Poids : 0
RING36
Ring of Danger Sense
Nizzuf's Maze was a grand hedge maze created by the archmage Nizzuf for his amusement. The maze boasted hundreds of magical traps, most of them extremely lethal. Nizzuf posted a reward big enough to buy a kingdom to the man or woman brave enough to enter the maze and reach its core. Thousands tried and died. But one, Oteg Verm, completed the maze, thanks mainly to this ring which let him "see" where the traps were hidden.

STATISTICS:

Equipped abilities:
– Detect Traps: +25%

Weight: 0
Nizzuf's Maze was a grand hedge maze created by the archmage Nizzuf for his amusement. The maze boasted hundreds of magical traps, most of them extremely lethal. Nizzuf posted a reward big enough to buy a kingdom to the man or woman brave enough to enter the maze and reach its core. Thousands tried and died. But one, Oteg Verm, completed the maze, thanks mainly to this ring which let him "see" where the traps were hidden.

PARAMÈTRES : 

Capacités d'équipement : 
- Détection/désamorçage des pièges : +25 %

Poids : 0
RING39
Ring of Gaxx
This ring is relatively unadorned, but the vile magic within radiates intense evil. Indeed, its creator, Kangaxx, was no less evil himself, even before millennia of undeath honed his power. It is said that a cadre of Netherese mages fought and imprisoned the demilich once, but being unable to truly destroy him, they became liches themselves to stand guard over his remains. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2
– Magic Resistance: +10%
– Regenerate 1 Hit Point every 3 seconds
– Immunity to disease and poison

Charge abilities:
– Invisibility once per day
  Duration: 12 hours
  Area of Effect: The wearer

– Improved Haste three times per day
  Duration: 10 seconds
  Area of Effect: The wearer

Weight: 0
This ring is relatively unadorned, but the vile magic within radiates intense evil. Indeed, its creator, Kangaxx, was no less evil himself, even before millennia of undeath honed his power. It is said that a cadre of Netherese mages fought and imprisoned the demilich once, but being unable to truly destroy him, they became liches themselves to stand guard over his remains. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +2
- Régénère 1 point de vie toutes les 3 secondes
- Résistance à la magie : +10 %
- Résistance aux poisons : +100 %
- Immunité à la maladie
- Immunité aux poisons

Capacités de charge : 
- Invisibility (1 fois par jour)
- Improved Haste (3 fois par jour)

Poids : 0
RING40
Ring of Acuity
The origins of this ring are unclear, and while its enchantments share similarities with historical examples of Rings of Wizardry, there is something strange in how it feels, either in the weight of the metal or in the aura it projects, and it does not function the same. It was likely found on some distant plane and, as such, its maker will remain a mystery to you.

STATISTICS:

Equipped abilities:
– The wearer can memorize 2 extra 2nd-level spells, 1 extra 3rd-level spell, and 1 extra 4th-level spell

Weight: 0
The origins of this ring are unclear, and while its enchantments share similarities with historical examples of Rings of Wizardry, there is something strange in how it feels, either in the weight of the metal or in the aura it projects, and it does not function the same. It was likely found on some distant plane and, as such, its maker will remain a mystery to you.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort profane supplémentaire de niveau 4
- Mémorisation d'un sort profane supplémentaire de niveau 3
- Mémorisation de 2 sorts profanes supplémentaires de niveau 2

Poids : 0
RING41
The Warder's Signet +3
Ring of Protection +3: The Warder's Signet
Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the god's stalwart service during the Time of Troubles. Helm in turn passed the gift on to his mortal followers.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– Saving Throws: +3

Weight: 0
Ring of Protection +3: The Warder's Signet
Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the god's stalwart service during the Time of Troubles. Helm in turn passed the gift on to his mortal followers.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Jets de sauvegarde : +3

Poids : 0
RING42
The Specter's Ring
Ring of Improved Invisibility: The Specter's Ring
A ruthless assassin of Tethyr known only as the Specter used this ring to great effect many years ago. Striking completely unseen, his victims' demises were often attributed to angry ghosts and spirits.

STATISTICS:

Charge abilities:
– Improved Invisibility once per day
  Duration: 12 hours
  Area of Effect: The user

Weight: 0
Ring of Improved Invisibility: The Specter's Ring
A ruthless assassin of Tethyr known only as the Specter used this ring to great effect many years ago. Striking completely unseen, his victims' demises were often attributed to angry ghosts and spirits.

PARAMÈTRES : 

Capacités de charge : 
- Improved Invisibility (1 fois par jour)

Poids : 0
RING43
Oaken Ring
This ring is fashioned not from gold or precious metal, but from simple oak.

STATISTICS:

Weight: 1
This ring is fashioned not from gold or precious metal, but from simple oak.

PARAMÈTRES : 

Poids : 1
RING44
Heartwood Ring
Combined with the nymph's tear, this simple band of oak allows a druid to draw upon the natural energies of the world around them.

STATISTICS:

Equipped abilities:
– Can memorize one extra 6th- and 7th-level Druid spell

Weight: 1
Combined with the nymph's tear, this simple band of oak allows a druid to draw upon the natural energies of the world around them.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6

Poids : 1
RING45
Delryn Family Ring
This simple band, though not of great material value, is a Delryn family heirloom. Once worn by his dear sister Moira, Anomen has given this ring to you as a symbol of the love you share.

STATISTICS:

Weight: 0
This simple band, though not of great material value, is a Delryn family heirloom. Once worn by his dear sister Moira, Anomen has given this ring to you as a symbol of the love you share.

PARAMÈTRES : 

Poids : 0
RING46
Ring of Anti-Venom
This ring is an unadorned silver band. However, its plain appearance belies the powerful magic within. A Ring of Anti-Venom is eagerly sought after by royalty, influential political figures, and other potential assassination targets. 

STATISTICS:

Equipped abilities:
– Immunity to poison

Weight: 0
This ring is an unadorned silver band. However, its plain appearance belies the powerful magic within. A Ring of Anti-Venom is eagerly sought after by royalty, influential political figures, and other potential assassination targets. 

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance aux poisons : +100 %
- Immunité aux poisons

Poids : 0
RINGJOIA
Your loveliness only lacks the proper ornament. Allow me to purchase this bauble and return to you.
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RINGJOS
Joseph's Greenstone Ring
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.

STATISTICS:

Weight: 0
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.

PARAMÈTRES : 

Poids : 0
RINGPICO
Ring of Earth Control
If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer.
 
STATISTICS:

Equipped abilities:
– Armor Class: +1

Charge abilities:
– Charm Earth Elemental once per day (Save vs. Spell at +2 negates)
  Range: Touch
  Duration: 45 seconds
  Area of Effect: 1 earth elemental

– Stone to Flesh once per day
  Range: Touch
  Area of Effect: 1 creature

Weight: 0
If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer.
 
PARAMÈTRES : 

Poids : 0
RODS04
Rod of Smiting
This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a Saving Throw or be destroyed. In the hands of any other than a cleric or mage, the rod becomes unusable.

STATISTICS:

Combat abilities:
– Struck golems must save vs. Death or be destroyed

THAC0: +3
Damage: 1d8+3, +10 vs. golems
Damage type: Crushing
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed

Weight: 3
This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a Saving Throw or be destroyed. In the hands of any other than a cleric or mage, the rod becomes unusable.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 7 points de dégâts contondants supplémentaires contre les golems
- Tue instantanément les golems (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3
RODS05
Rod of Terror
When activated, this rod may be used as a staff +3. Any creature hit by the rod must make a Saving Throw vs. Spell or flee in terror, fearing the wielder as if he or she were a flesh-eating demon from the Abyss. There is a drawback to using this rod, however: Each time the rod is used, there is a 20% chance that the wielder loses one point of Charisma permanently.

STATISTICS:

Combat abilities:
– Target must save vs. Spell at +4 or flee in terror for 4 rounds
– 20% chance per use of the wielder losing 1 point of Charisma permanently

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed

Weight: 3
When activated, this rod may be used as a staff +3. Any creature hit by the rod must make a Saving Throw vs. Spell or flee in terror, fearing the wielder as if he or she were a flesh-eating demon from the Abyss. There is a drawback to using this rod, however: Each time the rod is used, there is a 20% chance that the wielder loses one point of Charisma permanently.

PARAMÈTRES : 

Capacités de combat : 
- Inflige Horreur à la cible pendant 5 rounds (jet de sauvegarde à +4 contre les sorts pour éviter)
- 21 % de chance de réduire le charisme du porteur de 1 de manière permanente

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3
RODSPEAR
Spear +3
This spear has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon.

STATISTICS:

Combat abilities:
– Target must save vs. Spell at +6 or take 2d4 points of magical damage

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
This spear has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon.

PARAMÈTRES : 

Capacités de charge : 
- Rod of Lordly Might (1 charge, l'objet est détruit quand la charge est utilisée)

Capacités de combat : 
- Inflige 2d4 points de dégâts magiques supplémentaires (jet de sauvegarde à +6 contre les sorts pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 3
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
RODSWORD
Flaming Long Sword +1
This sword has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon.

STATISTICS:

Combat abilities:
– Target must save vs. Spell at +5 or be held for 5 rounds

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
This sword has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon.

PARAMÈTRES : 

Capacités de charge : 
- Rod of Lordly Might (1 charge, l'objet est détruit quand la charge est utilisée)

Capacités de combat : 
- Paralyse les créatures pendant 5 rounds (jet de sauvegarde à +5 contre les sorts pour éviter)
- Paralyse les créatures pendant 5 rounds (jet de sauvegarde à +5 contre les sorts pour éviter)

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
ROSSLAND
Sandthief's Ring
Ring of Invisibility: Sandthief's Ring 
Held by a master Thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob.

STATISTICS:

Charge abilities:
– Invisibility once per day
  Duration: 12 hours
  Area of Effect: The wearer

Weight: 0
Ring of Invisibility: Sandthief's Ring 
Held by a master Thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob.

PARAMÈTRES : 

Capacités de charge : 
- Invisibilité pendant 500 jours (100 fois par jour)

Poids : 0
ROSSRING
Edventar's Gift
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS:

Equipped abilities:
– The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells.

Weight: 0
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

PARAMÈTRES : 

Capacités d'équipement : 
- Points de vie maximum : +100
- Résistance à la magie : Passe à 100 %
- Immunité au sort Improved Haste
- Immunité au sort Haste
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au drain de niveaux
- Immunité aux effets affectant la mobilité
- Immunité aux toiles
- Immunité à la paralysie
- Immunité à la lenteur
- Immunité à l'étourdissement
- Action libre de manière permanente

Poids : 0
RSBOOT
Moonlight Walkers
These comfortable boots provide monks of the Sun Soul with exceptional arch support, allowing them to perform feats that would lead to crippling back pain in ordinary people.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Weight: 1
These comfortable boots provide monks of the Sun Soul with exceptional arch support, allowing them to perform feats that would lead to crippling back pain in ordinary people.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Poids : 1
RSBRAC
Glimmering Bands
These polished bracers reflect harsh light into the eyes of the wearer's foes, distracting them from parrying incoming fists.

STATISTICS:

Equipped abilities:
– THAC0: +2

Weight: 1
These polished bracers reflect harsh light into the eyes of the wearer's foes, distracting them from parrying incoming fists.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +2

Poids : 1
SECRET01
Big Metal Rod
The Big Metal Rod was designed to be used with the Big Metal Unit. It has several types of ammunition that can be launched at your enemies... or friends... 

STATISTICS:

Weight: 4
The Big Metal Rod was designed to be used with the Big Metal Unit. It has several types of ammunition that can be launched at your enemies... or friends... 

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 8
SECRET05
Big Metal Unit
Found within a long-forgotten pocket of our collected pantology, herein tales the lie of the Metal "Unit." 

Gargantua was self-proclaimed lord of his immeasurable lower regions until his son, Pantagruel, questioned the accuracy of the ruler. With his shortcomings exposed, great Gargantua lay prostrate upon the ground while Pantagruel sought to cover his cuirass in case his now governing body lost its sway. He was warned that the people would cut him no slacks, but he never listened, and had burned his britches behind him. Undaunted, he fulfilled his animus with the robes of his father, as uncomfortable as that might sound, and shaped the Metal "Unit" with his own hands. 

The rule of Pantagruel was a discommoding morass, his armor eventually suffering a breach in the breech that proved his undoing. As his basket left the pantry, so to speak, his regime fell to insurrection, and so complete was the sacking that not even his Metal "Unit" could be found. The component pieces, a pantaloon triumvirate, were lost in the annals of time. 

You now bear the awesome responsibility of the Metal "Unit." Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.

STATISTICS:

Equipped abilities:
– Immunity to backstab
– Magic Resistance: +5%
– Spellcasting, stealth, and thieving abilities disabled

Armor Class: -10 (-14 vs. slashing, -13 vs. piercing and missile)
Requires:
 15 Strength

Weight: 45
Found within a long-forgotten pocket of our collected pantology, herein tales the lie of the Metal "Unit." 

Gargantua was self-proclaimed lord of his immeasurable lower regions until his son, Pantagruel, questioned the accuracy of the ruler. With his shortcomings exposed, great Gargantua lay prostrate upon the ground while Pantagruel sought to cover his cuirass in case his now governing body lost its sway. He was warned that the people would cut him no slacks, but he never listened, and had burned his britches behind him. Undaunted, he fulfilled his animus with the robes of his father, as uncomfortable as that might sound, and shaped the Metal "Unit" with his own hands. 

The rule of Pantagruel was a discommoding morass, his armor eventually suffering a breach in the breech that proved his undoing. As his basket left the pantry, so to speak, his regime fell to insurrection, and so complete was the sacking that not even his Metal "Unit" could be found. The component pieces, a pantaloon triumvirate, were lost in the annals of time. 

You now bear the awesome responsibility of the Metal "Unit." Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -10
- Empêche le porteur de lancer des sorts profanes
- Résistance à la magie : +5 %
- Immunité aux attaques sournoises
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 45

Nécessite : 
- Force : 15
SENDAI
Drow Flail +3
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

STATISTICS:

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 15
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les morts-vivants et les golems
- 76 % de chance d'être inefficace contre les cibles immunisées au poison
- 76 % de chance d'empoisonner la cible et de lui infliger 1 point de dégâts par seconde pendant 10 secondes (jet de sauvegarde à -2 contre les souffles pour éviter)
- 25 % de chance de passer la force de la cible à 3 pendant 10 secondes (jet de sauvegarde à -2 contre les souffles pour éviter)
- 25 % de chance d'infliger lenteur à la cible pendant 5 rounds (jet de sauvegarde à -2 contre les sorts pour éviter)

Enchantement : +5
TAC0 : +6
Dégâts : 1d6 +6
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 15

Nécessite : 
- Force : 13
SHARARM
Darkmail +3
Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 8 Strength

Weight: 9
Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : -4
- Empêche le porteur de lancer des sorts profanes
- Résistance au feu : +50 %
- Résistance aux poisons : +100 %
- Le moral du porteur reste au plus haut
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique
- Immunité à la confusion
- Immunité à la mort magique
- Immunité aux poisons
- Immunité à l'étourdissement
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 9

Nécessite : 
- Force : 8
SHLD02
Small Shield +1
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Classe d'armure : -2 contre les projectiles

Poids : 3

Nécessite : 
- Force : 4
SHLD02A
Small Shield +1
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Classe d'armure : -2 contre les projectiles

Poids : 3

Nécessite : 
- Force : 4
SHLD04
Medium Shield +1
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  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Requires:
 12 Strength

Weight: 6
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  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Poids : 6

Nécessite : 
- Force : 12
SHLD04A
Medium Shield +1
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  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Requires:
 12 Strength

Weight: 6
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  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Poids : 6

Nécessite : 
- Force : 12
SHLD06
Large Shield +1
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 12
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2

Poids : 12

Nécessite : 
- Force : 15
SHLD06A
Large Shield +1
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 12
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +2

Poids : 12

Nécessite : 
- Force : 15
SHLD07
Shield of the Falling Stars +1
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body, he positioned himself to take the brunt of the onslaught and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +4 vs. missile attacks

Requires:
 15 Strength

Weight: 12
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body, he positioned himself to take the brunt of the onslaught and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4 contre les projectiles
- Classe d'armure : +2

Poids : 12

Nécessite : 
- Force : 15
SHLD07A
Shield of the Falling Stars +1
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body, he positioned himself to take the brunt of the onslaught and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +4 vs. missile attacks

Requires:
 15 Strength

Weight: 12
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body, he positioned himself to take the brunt of the onslaught and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4 contre les projectiles
- Classe d'armure : +2

Poids : 12

Nécessite : 
- Force : 15
SHLD17
Buckler +1
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : +2

Poids : 2

Nécessite : 
- Force : 4
SHLD17A
Buckler +1
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : +2

Poids : 2

Nécessite : 
- Force : 4
SHLD19
Pellan's Shield +2
This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak.

Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak.

Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +3

Poids : 10

Nécessite : 
- Force : 10
SHLD19A
Pellan's Shield +2
This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak.

Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak.

Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +3

Poids : 10

Nécessite : 
- Force : 10
SHLD20
Kiel's Buckler
This is the buckler of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight and excellent craftsmanship increase the Dexterity of all who bear it by a single point.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
This is the buckler of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight and excellent craftsmanship increase the Dexterity of all who bear it by a single point.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -1 contre les armes perforantes
- Classe d'armure : -1 contre les projectiles
- Classe d'armure : +1
- Dextérité : +1

Poids : 2

Nécessite : 
- Force : 4
SHLD21
Dragon Scale Shield +2
Another powerful item created by the warlock Wormsor, this shield consists of red dragon skin stretched over a steel frame. Green and white dragon scales adorn the red background in a pattern that, when looked at in the right way, reveals the face of an ancient dragon.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– Cold Resistance: +25%
– Fire Resistance: +25%
– Electrical Resistance: +25%

Requires:
 12 Strength

Weight: 5
Another powerful item created by the warlock Wormsor, this shield consists of red dragon skin stretched over a steel frame. Green and white dragon scales adorn the red background in a pattern that, when looked at in the right way, reveals the face of an ancient dragon.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Résistance au feu : +25 %
- Résistance au froid : +25 %
- Résistance à l'électricité : +25 %

Poids : 5

Nécessite : 
- Force : 12
SHLD22
Sentinel +4
A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!"

STATISTICS:

Equipped abilities:
– Armor Class: +5

Requires:
 12 Strength

Weight: 3
A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!"

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +5

Poids : 3

Nécessite : 
- Force : 12
SHLD23
Fortress Shield +3
This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature.

STATISTICS:

Equipped abilities:
– Armor Class: +4, an additional +7 vs. missile attacks

Requires:
 15 Strength

Weight: 3
This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +7 contre les projectiles
- Classe d'armure : +4

Poids : 3

Nécessite : 
- Force : 15
SHLD23A
Fortress Shield +3
This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature.

STATISTICS:

Equipped abilities:
– Armor Class: +4, an additional +7 vs. missile attacks

Requires:
 15 Strength

Weight: 3
This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +7 contre les projectiles
- Classe d'armure : +4

Poids : 3

Nécessite : 
- Force : 15
SHLD24
Reflection Shield +1
Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks
– Reflects missiles back at their user

Requires:
 4 Strength

Weight: 3
Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Classe d'armure : -2 contre les projectiles
- Renvoie les dagues boomerang

Poids : 3

Nécessite : 
- Force : 4
SHLD24A
Reflection Shield +1
Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks
– Reflects missiles back at their user

Requires:
 4 Strength

Weight: 3
Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Classe d'armure : -2 contre les projectiles

Poids : 3

Nécessite : 
- Force : 4
SHLD25
Shield of Harmony +2
Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield for most of his life. It protects the bearer from most forms of mind control, a benefit for a wizard who needed warrior allies to stay faithfully at his side. Both Kekkim and Audn have long since returned to the earth, leaving the shield to whomever might recover it from Kekkim's tower.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile attacks
– Immunity to charm, confusion, domination, and hold

Requires:
 4 Strength

Weight: 2
Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield for most of his life. It protects the bearer from most forms of mind control, a benefit for a wizard who needed warrior allies to stay faithfully at his side. Both Kekkim and Audn have long since returned to the earth, leaving the shield to whomever might recover it from Kekkim's tower.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Classe d'armure : -3 contre les projectiles
- Immunité au sort Confusion
- Immunité à la paralysie
- Immunité à la confusion
- Immunité aux charmes

Poids : 2

Nécessite : 
- Force : 4
SHLD26
Shield of the Lost +2
This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– Magic Resistance: +5% 

Requires:
 12 Strength

Weight: 5
This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Résistance à la magie : +5 %

Poids : 5

Nécessite : 
- Force : 12
SHLD26A
Shield of the Lost +2
This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– Magic Resistance: +5% 

Requires:
 12 Strength

Weight: 5
This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Résistance à la magie : +5 %

Poids : 5

Nécessite : 
- Force : 12
SHLD27
Saving Grace +3
Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer.

STATISTICS:

Equipped abilities:
– Armor Class: +4

Requires:
 12 Strength

Weight: 4
Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4

Poids : 4

Nécessite : 
- Force : 12
SHLD27A
Saving Grace +3
Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer.

STATISTICS:

Equipped abilities:
– Armor Class: +4

Requires:
 12 Strength

Weight: 4
Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4

Poids : 4

Nécessite : 
- Force : 12
SHLD28
Small Shield +2
Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. 

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile attacks

Requires:
 4 Strength

Weight: 2
Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Classe d'armure : -3 contre les projectiles

Poids : 2

Nécessite : 
- Force : 4
SHLD28A
Small Shield +2
Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. 

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile attacks

Requires:
 4 Strength

Weight: 2
Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Classe d'armure : -3 contre les projectiles

Poids : 2

Nécessite : 
- Force : 4
SHLD29
Medium Shield +2
A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior performing legendary deeds while wearing it to finally give it a history.

STATISTICS:

Equipped abilities:
– Armor Class: +3

Requires:
 12 Strength

Weight: 5
A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior performing legendary deeds while wearing it to finally give it a history.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3

Poids : 5

Nécessite : 
- Force : 12
SHLD29A
Medium Shield +2
A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior performing legendary deeds while wearing it to finally give it a history.

STATISTICS:

Equipped abilities:
– Armor Class: +3

Requires:
 12 Strength

Weight: 5
A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior performing legendary deeds while wearing it to finally give it a history.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3

Poids : 5

Nécessite : 
- Force : 12
SHLD30
Large Shield +2
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +3

Poids : 4

Nécessite : 
- Force : 10
SHLD30A
Large Shield +2
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +3

Poids : 4

Nécessite : 
- Force : 10
SHLD31
Darksteel Shield +4
Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. 

STATISTICS:

Equipped abilities:
– Cold Resistance: +10%
– Fire Resistance: +10%
– Acid Resistance: +10%
– Poison Resistance: +10%

Armor Class: +5, an extra +1 vs. missile attacks
Requires:
 15 Strength

Weight: 8
Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +5
- Résistance au feu : +10 %
- Résistance au froid : +10 %
- Résistance aux poisons : +10 %
- Résistance à l'acide : +10 %

Poids : 8

Nécessite : 
- Force : 15
SHLD31A
Darksteel Shield +4
Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. 

STATISTICS:

Equipped abilities:
– Cold Resistance: +10%
– Fire Resistance: +10%
– Acid Resistance: +10%
– Poison Resistance: +10%

Armor Class: +5, an extra +1 vs. missile attacks
Requires:
 15 Strength

Weight: 8
Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +5
- Résistance au feu : +10 %
- Résistance au froid : +10 %
- Résistance aux poisons : +10 %
- Résistance à l'acide : +10 %

Poids : 8

Nécessite : 
- Force : 15
SHLD32
Shield of the Order +4
Peragath the Valiant, a great champion of the Order of the Radiant Heart, carried this shield into battle against a horde of invading tanar'ri pouring through a gate to the Astral Plane. Gripped by holy fervor, the mighty paladin single-handedly drove back the horde, then foolishly leapt through the astral gate to finish them off. The gate collapsed, and both Peragath and the shield were forever lost in the planes.

STATISTICS:

Equipped abilities:
– Armor Class: +5
– Saving Throws: +1

Requires:
 9 Strength

Weight: 8
Peragath the Valiant, a great champion of the Order of the Radiant Heart, carried this shield into battle against a horde of invading tanar'ri pouring through a gate to the Astral Plane. Gripped by holy fervor, the mighty paladin single-handedly drove back the horde, then foolishly leapt through the astral gate to finish them off. The gate collapsed, and both Peragath and the shield were forever lost in the planes.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +5
- Jets de sauvegarde : +1

Poids : 8

Nécessite : 
- Force : 9
SLNG02
Sling +1
Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.

STATISTICS:

THAC0: +1
Damage: +1 (missile)
Speed Factor: 5
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +1
TAC0 : +1
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 5
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SLNG04
Sling +2
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

STATISTICS:

THAC0: +2
Damage: +2 (missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +2
TAC0 : +2
Dégâts : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SLNG05
Arla's Dragonbane +3
None know better than halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small folk that leave the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to their history.

STATISTICS:

THAC0: +3
Damage: +3 (missile)
Speed Factor: 3
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
None know better than halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small folk that leave the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to their history.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
TAC0 : +3
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SLNG06
Sling of Arvoreen +4
This sling is blessed by the halfling god Arvoreen. The weapon was granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in which an invading army of yuan-ti were slain by Lettleworp's forces, saving his halfling village. 

The sling has the ability to rend the senses of the wielder's enemies with a wall of sound said to be the voice of the god himself.

STATISTICS:

Charge abilities:
– Sonic Boom once per day (Save vs. Spell or be stunned for 3 rounds)
  Area of Effect: 15-ft. radius

THAC0: +4
Damage: +4 (missile)
Speed Factor: 2
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
This sling is blessed by the halfling god Arvoreen. The weapon was granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in which an invading army of yuan-ti were slain by Lettleworp's forces, saving his halfling village. 

The sling has the ability to rend the senses of the wielder's enemies with a wall of sound said to be the voice of the god himself.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de charge : 
- Étourdit la cible pendant 3 rounds (jet de sauvegarde contre les sorts pour éviter) (1 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SLNG07
Sling of Seeking +1
Unlike most other slings, the Sling of Seeking does not require ammunition of any kind. When no bullets are equipped, the sling fires magical ammunition in the form of +1 bullets, making it an ideal weapon to use against magically protected foes. It can also fire normal ammunition.

STATISTICS:

Combat abilities:
– When no bullets are equipped, the sling fires missiles that are treated as +1 for the purposes of determining what enemies they can damage. The missiles receive +2 to hit, including the bonus listed below, and deal a total of 1d4+2 missile damage

THAC0: +2
Damage: +2 (missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Unlike most other slings, the Sling of Seeking does not require ammunition of any kind. When no bullets are equipped, the sling fires magical ammunition in the form of +1 bullets, making it an ideal weapon to use against magically protected foes. It can also fire normal ammunition.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de combat (à distance) : 
- Revient dans la main du lanceur

Enchantement : +1
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SLNG08
Erinne Sling +4
The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared.

STATISTICS:

Charge abilities:
– Create 5 +4 bullets once per day

THAC0: +4
Damage: +4 (missile)
Speed Factor: 0
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de charge : 
- Crée 5 "Bullet +4" dans l'inventaire du porteur de manière permanente (1 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SLNG09
Erinne Sling +5
The modifications to the Erinne Sling have made significant improvements to its already deadly accuracy.

STATISTICS:

Charge abilities:
– Create 5 +4 bullets once per day

THAC0: +5
Damage: +5 (missile)
Speed Factor: 0
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
The modifications to the Erinne Sling have made significant improvements to its already deadly accuracy.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de charge : 
- Crée 5 "Bullet +4" dans l'inventaire du porteur de manière permanente (1 fois par jour)

Enchantement : +5
TAC0 : +5
Dégâts : +5
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SLNG10
Sling +3
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

STATISTICS:

THAC0: +3
Damage: +3 (missile)
Speed Factor: 3
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
TAC0 : +3
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
SPER02
Spear +1
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. This spear is slightly different though, as it has been imbued with certain magical properties.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 5
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. This spear is slightly different though, as it has been imbued with certain magical properties.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Perforant
Facteur de vitesse : 5
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
SPER03
Backbiter +3
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

Combat abilities:
– 3 points of damage (piercing) inflicted to the wielder upon every successful hit

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction

Capacités de combat : 
- Inflige 3 points de dégâts perforants au porteur

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 6
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
SPER05
Spear +2
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. Another line of tinkering led to the integration of magic with spears. Tribal shamans would enchant the spears so that they would hit more often and do greater damage to their wielder's opponents.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 4
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. Another line of tinkering led to the integration of magic with spears. Tribal shamans would enchant the spears so that they would hit more often and do greater damage to their wielder's opponents.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 4
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
SPER06
Spear +3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. This spear trembles from the powerful magic used in its creation.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. This spear trembles from the powerful magic used in its creation.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 3
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
SPER07
Spear of the Unicorn +2
This graceful spear is carved to resemble the elongated horn of the unicorn. Wielders of this spear are immune to charm and hold spells, just as a unicorn might be. Whether the horn is or isn't an actual unicorn horn is the subject of much debate.

STATISTICS:

Equipped abilities: 
– Immunity to charm and hold
– Save vs. Death: +3

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 4
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This graceful spear is carved to resemble the elongated horn of the unicorn. Wielders of this spear are immune to charm and hold spells, just as a unicorn might be. Whether the horn is or isn't an actual unicorn horn is the subject of much debate.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +3 contre la paralysie, la mort et les poisons
- Immunité aux charmes
- Immunité à la paralysie

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 4
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
SPER08
Impaler +3
The Impaler has a palpable aura of magic that hints at the vicious nature of the weapon and why it has been a favorite of several powerful orc chieftains in the past. When a victim is struck they are, as one would guess, very nearly impaled, run through as the massive enchantment does its dirty work. 

STATISTICS:

THAC0: +3
Damage: 1d6+3, +10 piercing damage
Damage type: Piercing
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 3
The Impaler has a palpable aura of magic that hints at the vicious nature of the weapon and why it has been a favorite of several powerful orc chieftains in the past. When a victim is struck they are, as one would guess, very nearly impaled, run through as the massive enchantment does its dirty work. 

PARAMÈTRES : 

Capacités de combat : 
- Inflige 10 points de dégâts perforants supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 3
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
SPER09
Halcyon +1
The electrum-plated shaft of this weapon hums with magical power. Occasionally, blue bolts of energy run down the length of the spear, charging it. In battle when it hits an opponent, it strikes for additional electricity damage.

STATISTICS:

THAC0: +1
Damage: 1d6+1, +1 electrical damage
Damage type: Piercing
Speed Factor: 5
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 3
The electrum-plated shaft of this weapon hums with magical power. Occasionally, blue bolts of energy run down the length of the spear, charging it. In battle when it hits an opponent, it strikes for additional electricity damage.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts d'électricité supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Perforant
Facteur de vitesse : 5
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
SPER10
Spear of Withering +4
Carved from the heart of a rotten treant, this spear smells of death. When held in your hands, it groans a little, as if reluctant to allow a living thing to touch it. In battle, the Spear of Withering spits a foul poison into its target upon each successful hit.

STATISTICS:

THAC0: +4
Damage: 1d6+4, + 4 poison damage
Damage type: Piercing
Speed Factor: 2
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
Carved from the heart of a rotten treant, this spear smells of death. When held in your hands, it groans a little, as if reluctant to allow a living thing to touch it. In battle, the Spear of Withering spits a foul poison into its target upon each successful hit.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Inflige 4 points de dégâts de poison supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
SPER11
Ixil's Nail +4
For many generations, this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear. However, even incomplete, this artifact is still a weapon of great power. 

STATISTICS:

THAC0: +4
Damage: 1d6+4 (piercing)
Speed Factor: 2
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 5
For many generations, this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear. However, even incomplete, this artifact is still a weapon of great power. 

PARAMÈTRES : 

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
SPER12
Ixil's Spike +6
With shaft and tip reunited, Ixil's Spike is a fearsome weapon. During the battle, the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear.

STATISTICS:

Equipped abilities:
– Free Action

Combat abilities:
– Hit target is pinned for 3 rounds and takes an additional 1d6+5 piercing damage each round (Save vs. Paralysis negates)

THAC0: +6
Damage: 1d6+6 (piercing)
Speed Factor: 1 
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 5
With shaft and tip reunited, Ixil's Spike is a fearsome weapon. During the battle, the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Improved Haste
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au sort Haste
- Immunité à la paralysie
- Immunité à l'étourdissement
- Immunité aux effets affectant la mobilité
- Immunité aux toiles
- Immunité à la lenteur
- Immunité à la hâte
- Action libre de manière permanente

Capacités de combat : 
- Inflige 1d6 +5 points de dégâts perforants supplémentaires après 2 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- Inflige 1d6 +5 points de dégâts perforants supplémentaires après 1 round (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- Inflige 1d6 +5 points de dégâts perforants supplémentaires (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)
- Endort la cible pendant 3 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +6
TAC0 : +6
Dégâts : 1d6 +6
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 5
STAF02
Quarterstaff +1
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. This one is particularly special as it has been imbued with magical properties.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
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. This one is particularly special as it has been imbued with magical properties.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
STAF05
Staff of Striking +3
Staves of Striking are made by the gold elves of Drelagara on Evermeet. The staves have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races, but these powerful melee weapons do surface occasionally in Faerûn. However, each attack made with the staff uses a charge, causing it to consume itself when no charges remain.

STATISTICS:

THAC0: +3
Damage: 1d6+9 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
Staves of Striking are made by the gold elves of Drelagara on Evermeet. The staves have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races, but these powerful melee weapons do surface occasionally in Faerûn. However, each attack made with the staff uses a charge, causing it to consume itself when no charges remain.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +9
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
STAF06
Staff Mace +2
This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for Clerics or Druids, though that does not preclude use by most others.

STATISTICS:

THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: One-handed
Requires:
 5 Strength

Weight: 4
This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for Clerics or Druids, though that does not preclude use by most others.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 5
STAF07
Staff Spear +2
When this seemingly ordinary quarterstaff is examined magically, it has an aura of alteration. Upon command, a long sharp spear blade will shoot forth from its upper end, making the staff into a spear. Likely made by a wizard or priest hoping to increase their melee abilities, it is usable by anybody capable of handling a staff.

STATISTICS:

THAC0: +2
Damage: 1d8+3 (piercing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
When this seemingly ordinary quarterstaff is examined magically, it has an aura of alteration. Upon command, a long sharp spear blade will shoot forth from its upper end, making the staff into a spear. Likely made by a wizard or priest hoping to increase their melee abilities, it is usable by anybody capable of handling a staff.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +3
Type de dégâts : Perforant
Facteur de vitesse : 4
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
STAF08
Martial Staff +3
This humble staff radiates powerful magic, and was likely the simple-seeming weapon of a traveling mage or cleric. It would certainly prove more than ample for dealing with most threats encountered on the road. 

STATISTICS:

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
This humble staff radiates powerful magic, and was likely the simple-seeming weapon of a traveling mage or cleric. It would certainly prove more than ample for dealing with most threats encountered on the road. 

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
STAF09
Staff of Command
The staff allows the user to dominate another creature, each use draining one charge. This item is of the kind used by nefarious people seeking to sway others to follow their ways. 

STATISTICS:

Charge abilities:
– Domination (no save)
  Range: 40 ft.
  Duration: 12 hours
  Area of Effect: 1 creature

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
The staff allows the user to dominate another creature, each use draining one charge. This item is of the kind used by nefarious people seeking to sway others to follow their ways. 

PARAMÈTRES : 

Capacités de charge : 
- Domination (25 fois par jour)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF10
Staff of Curing
Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned. It is not to be taken for granted, however, as the enchantment, though useful, is fleeting. It must be used with all due care.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Charge abilities:
– Cure
  Special: Heals 3d6+3 Hit Points and cures disease and poison
  Range: Touch
  Area of Effect: 1 creature

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned. It is not to be taken for granted, however, as the enchantment, though useful, is fleeting. It must be used with all due care.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Capacités de charge : 
- Heal (10 fois par jour)

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
STAF11
Staff of the Magi
This type of staff is thoroughly linked to the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantments and endless study. This particular example is good in melee, grants invisibility, and offers protection from charms and evil. It can also cast Spell Trap and Dispel Magic and launch a Fireball-Lightning Bolt combination. The quintessential Mage item.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2
– Invisibility
– Immunity to charm
– Protection From Evil

Combat abilities:
– Dispel Magic at level 30 on each hit

Charge abilities:
– Fireball-Lightning Bolt three times per day
  Fireball: 10d6 fire damage to all in a 15-ft. radius (Save vs. Spell for half)
  Lightning: 10d6 electrical damage to all in its path (Save vs. Spell for half)
  Range: 150 ft.

– Spell Trap once per day
  Duration: 8 hours or until 30 spell levels have been trapped
  Area of Effect: The user

THAC0: +1 (strikes as a +5 weapon)
Damage: 1d6+1 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
This type of staff is thoroughly linked to the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantments and endless study. This particular example is good in melee, grants invisibility, and offers protection from charms and evil. It can also cast Spell Trap and Dispel Magic and launch a Fireball-Lightning Bolt combination. The quintessential Mage item.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Classe d'armure : +2 contre les créatures mauvaises
- Jets de sauvegarde : +2 contre les créatures mauvaises
- Jets de sauvegarde : +2
- Invisibilité
- Immunité aux charmes
- Immunité contre les démons convoqués

Capacités de charge : 
- Fireball-Lightning Bolt (3 fois par jour)
- Spell Trap (1 fois par jour)

Capacités de combat : 
- Guérit la Débilité mentale de la cible

Enchantement : +5
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
STAF12
Staff of Power
A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge). 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Charge abilities:
– Globe of Invulnerability
  Special: Immunity to 1st- through 4th-level spells
  Duration: 1 round/level
  Area of Effect: The user

– Lightning Bolt of Paralyzation
  Damage: 10d6 electrical to all in its path (Save vs. Spell for half)
  Special: Stuns target for 5 rounds
  Range: 100 ft.

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge). 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +2

Capacités de charge : 
- Lightning (10 fois par jour)
- Globe of Invulnerability (10 fois par jour)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF13
Staff of Thunder and Lightning +2
There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow might trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lightning storm to blast enemies to dust. Some abilities are limited by charges.

STATISTICS:

Combat abilities:
– Thunderclap: 10% chance of stunning hit target for 2 rounds (Save vs. Spell negates)

Charge abilities:
– Lightning Bolt
  Damage: 10d6 electrical (Save vs. Spell for half)
  Area of Effect: Path of bolt
  Range: 25 ft.

– Call Lightning
  Damage: 3d8 electrical per strike
  Range: 80 ft.

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow might trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lightning storm to blast enemies to dust. Some abilities are limited by charges.

PARAMÈTRES : 

Capacités de charge : 
- Lightning (10 fois par jour)
- Call Lightning (10 fois par jour)

Capacités de combat : 
- 11 % de chance d'étourdir la cible pendant 2 rounds (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
STAF14
Staff of the Woodlands +4
Known only as the "Wild Man of the Wood," the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all.

STATISTICS:

Equipped abilities: 
– Barkskin: Armor Class set to 3
– Save vs. Death: +1
– Save vs. Wand: +1
– Save vs. Polymorph: +1
– Save vs. Breath: +1

Charge abilities:
– Summon 8-HD Shambling Mound
  Range: 40 ft.
  Duration: 100 seconds

– Enhanced Charm Animal (Save vs. Spell at -4 negates)
  Range: 40 ft.
  Duration: 1 hour

THAC0: +4
Damage: 1d6+4 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 2
Known only as the "Wild Man of the Wood," the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 3
- Jets de sauvegarde : +1 contre la paralysie, la mort et les poisons
- Jets de sauvegarde : +1 contre les baguettes, les sceptres et les bâtons
- Jets de sauvegarde : +1 contre la pétrification et la métamorphose
- Jets de sauvegarde : +1 contre les souffles

Capacités de charge : 
- Charm Animal (6 fois par jour)
- Summon Shambling Mound (6 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 5
STAF15
Staff of Air +2
This staff seems to draw from elven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas, causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges.

STATISTICS:

Combat abilities:
– Struck air elementals save vs. Spell or be destroyed

Charge abilities:
– Summon 8-HD Lesser Air Elemental once per day
  Range: 20 ft.
  Duration: 1 hour

– Sleep Cloud (Save vs. Death negates)
  Range: 40 ft.
  Duration: 3 rounds

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This staff seems to draw from elven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas, causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges.

PARAMÈTRES : 

Capacités de charge : 
- Sleep (10 fois par jour)
- Conjure Air Elemental (1 fois par jour)

Capacités de combat : 
- Tue instantanément les élémentaires d'air (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF16
Staff of Earth +2
Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect. It can summon an earth elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them. It can also free a person from the earth by casting Stone to Flesh. Some abilities are limited by charges.

STATISTICS:

Combat abilities:
– Struck earth elementals must save vs. Spell or be destroyed

Charge abilities:
– Summon 8-HD Lesser Earth Elemental
  Range: 20 ft.
  Duration: 1 hour

– Stone to Flesh
  Special: Revert effects of a petrification attack
  Range: Touch

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect. It can summon an earth elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them. It can also free a person from the earth by casting Stone to Flesh. Some abilities are limited by charges.

PARAMÈTRES : 

Capacités de charge : 
- Stone to Flesh (30 fois par jour)
- Conjure Earth Elemental (30 fois par jour)

Capacités de combat : 
- Tue instantanément les élémentaires de terre (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF17
Staff of Fire +2
This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire, it can erupt in a Fire Shield that damages attackers, it can summon a fire elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however.

STATISTICS:

Combat abilities:
– Struck fire elementals must save vs. Spell or be destroyed

Charge abilities:
– Summon 8-HD Lesser Fire Elemental
  Range: 20 ft.
  Duration: 1 hour

– Fireshield (Red)
  Fire Resistance: +50%
  Special: Any who strike the user within a 5-ft. radius suffers 1d8+2 fire damage
  Duration: 13 rounds
  Area of Effect: The user

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire, it can erupt in a Fire Shield that damages attackers, it can summon a fire elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however.

PARAMÈTRES : 

Capacités de charge : 
- Conjure Fire Elemental (30 fois par jour)
- Fire Shield (Red) (30 fois par jour)

Capacités de combat : 
- Tue instantanément les élémentaires de feu (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF18
Quarterstaff +2
The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF19
Cleric's Staff +3
This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF20
Staff of Rhynn +4
There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rhynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the village square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmarey had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon.

STATISTICS:

THAC0: +4
Damage: 1d6+4 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rhynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the village square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmarey had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon.

PARAMÈTRES : 

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF21
Staff of the Ram +4
Likely created by the same unknown archmage who is responsible for the Ring of the Ram, this Staff of Striking does not use charges and will never become useless.

STATISTICS:

Combat abilities: 
– 10% chance opponent is knocked back and stunned (large creatures such as a dragons or giants will not be knocked back or stunned)

THAC0: +4
Damage: 1d6+10 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
Likely created by the same unknown archmage who is responsible for the Ring of the Ram, this Staff of Striking does not use charges and will never become useless.

PARAMÈTRES : 

Capacités de combat : 
- 11 % de chance d'endormir la cible pendant 1 round
- 11 % de chance de renverser et sonner la cible pendant 2 secondes

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +10
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF22
Staff of the Ram +6
Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, creating a weapon few opponents are able to stand against.

STATISTICS:

Combat abilities: 
– 15% chance opponent is knocked back and stunned (large creatures such as a dragons or giants will not be knocked back or stunned)
  
THAC0: +6
Damage: 1d6+12, +1d4 piercing
Damage type: Crushing
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 2
Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, creating a weapon few opponents are able to stand against.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1d4 points de dégâts perforants supplémentaires
- 16 % de chance d'endormir la cible pendant 1 round
- 16 % de chance de renverser et sonner la cible pendant 2 secondes

Enchantement : +6
TAC0 : +6
Dégâts : 1d6 +12
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 5
STAF23
Serpent Shaft
Adorned with serpentine designs, this powerful quarterstaff has a chance to release a lethal toxin against its opponents with every blow. 

STATISTICS:

Combat abilities:
– 50% chance of poisoning opponents with every successful attack. The poison lasts for 2 rounds and does 2 HP of damage/second unless the target makes a save vs. Death.

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
Adorned with serpentine designs, this powerful quarterstaff has a chance to release a lethal toxin against its opponents with every blow. 

PARAMÈTRES : 

Capacités de combat : 
- 51 % de chance d'être inefficace contre les cibles immunisées au poison
- 51 % de chance d'être inefficace contre les morts-vivants et les golems
- 51 % de chance d'empoisonner la cible et de lui infliger 2 points de dégâts par seconde pendant 2 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
STAF24
Quarterstaff +3
The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 2
The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 5
STAFN1
Neera's Staff +1
This finely crafted and intricately engraved quarterstaff was "improved" upon by Neera herself. Her intent was to create a staff that would inflict fiery pain upon its victims, but she fell slightly short of that goal. While it can light enemies aflame, there is also the chance that the staff will backfire and incinerate its wielder.

STATISTICS:

Combat abilities:
– When the staff strikes a target, there is a 10% chance that either the target or the wielder will take 1 point of fire damage.

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
This finely crafted and intricately engraved quarterstaff was "improved" upon by Neera herself. Her intent was to create a staff that would inflict fiery pain upon its victims, but she fell slightly short of that goal. While it can light enemies aflame, there is also the chance that the staff will backfire and incinerate its wielder.

PARAMÈTRES : 

Capacités de combat : 
- 11 % de chance d'infliger 1 points de dégâts de feu au porteur
- 11 % de chance d'infliger 1 points de dégâts de feu supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
SW1H02
Bastard Sword +1
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword.

STATISTICS:

THAC0: +1
Damage: 2d4+1 (slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 9
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 2d4 +1
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
SW1H03
Kondar +1
At a first glance, this sword appears much like any other. In the presence of any shapeshifting creature, however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history.

STATISTICS:

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

Weight: 8
At a first glance, this sword appears much like any other. In the presence of any shapeshifting creature, however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +3 contre les loups-garous
- Enchantement : +3 contre les dopplegangers
- TAC0 : +2 contre les loups-garous
- TAC0 : +2 contre les dopplegangers

Capacités de combat : 
- Inflige 2 points de dégâts tranchants supplémentaires contre les dopplegangers
- Inflige 2 points de dégâts tranchants supplémentaires contre les loups-garous

Enchantement : +1
TAC0 : +1
Dégâts : 2d4 +1
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 11
SW1H05
Long Sword +1
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
SW1H06
Varscona +2
Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated that she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat.

STATISTICS:

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

Weight: 3
Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated that she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H08
Short Sword +1
The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. This short blade is magical, improving accuracy and damage.

STATISTICS:

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

Weight: 3
The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. This short blade is magical, improving accuracy and damage.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
SW1H09
Short Sword +2
This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

STATISTICS:

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

Weight: 2
This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H10
The Shadow's Blade +3
Short Sword of Backstabbing: The Shadow's Blade 
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
Short Sword of Backstabbing: The Shadow's Blade 
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
SW1H13
Moonblade +3
This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade; anyone else who tries will find themselves unable to lift it. This particular moonblade gives resistance to fire and a bonus to the user's Armor Class.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Fire Resistance: +50%

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed

Weight: 3
This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade; anyone else who tries will find themselves unable to lift it. This particular moonblade gives resistance to fire and a bonus to the user's Armor Class.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Résistance au feu : +50 %

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Dagger
Type : Arme à 1 main

Poids : 3
SW1H15
Icingdeath +3
This is the Frostbrand scimitar Icingdeath. It is one of Drizzt's personal weapons.

STATISTICS:

Equipped abilities:
– Fire Resistance: +50%

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 4
This is the Frostbrand scimitar Icingdeath. It is one of Drizzt's personal weapons.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +50 %

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 8
SW1H16
Twinkle +3
This is the magical scimitar +3 that bears the name Twinkle. It is one of the personal weapons of Drizzt. Due to its magical nature, only those pure of heart can use it.

STATISTICS:

Equipped abilities:
– Armor Class: +2

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 4
This is the magical scimitar +3 that bears the name Twinkle. It is one of the personal weapons of Drizzt. Due to its magical nature, only those pure of heart can use it.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Enchantement : +5
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 8
SW1H18
Sword of Balduran
This ornate but poorly balanced weapon was found beside Balduran's remains.

STATISTICS:

THAC0: +4 vs. lycanthropes
Damage: 2d4, +4 vs. lycanthropes
Damage type: Slashing
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 12 Strength

Weight: 12
This ornate but poorly balanced weapon was found beside Balduran's remains.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +4 contre les loups-garous
- TAC0 : +4 contre les loups-garous

Capacités de combat : 
- Inflige 4 points de dégâts tranchants supplémentaires contre les loups-garous

Enchantement : +1
Dégâts : 2d4 
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 12

Nécessite : 
- Force : 12
SW1H19
The Vampire's Revenge +1
It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday—though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest, though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as  life energies are drained in order to heal  intended victim. Were this not enough, the weapon is cursed so as to prevent its removal, and the user is smitten with a wasting of the mind, that  may not even think of trying to rid self of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one may better spend one's time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms.

STATISTICS:

Equipped abilities:
– Affects Intelligence in a negative manner... I think... duhhhhhh
– May only be removed with a Remove Curse spell

Combat abilities:
– Inflicts damage upon the wielder and heals the target

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday—though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest, though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as  life energies are drained in order to heal  intended victim. Were this not enough, the weapon is cursed so as to prevent its removal, and the user is smitten with a wasting of the mind, that  may not even think of trying to rid self of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one may better spend one's time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Intelligence : -1

Capacités de combat : 
- Inflige 7 points de dégâts tranchants supplémentaires
- Provoque la folie du berserker chez le porteur pendant 1 tour

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
SW1H22
Scimitar +1
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 10
SW1H23
Rashad's Talon +2
Named for Prince Rashad, former ruler of a minor principality to the east, this blade and many of the prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 4
Named for Prince Rashad, former ruler of a minor principality to the east, this blade and many of the prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 10
SW1H24
The Burning Earth +1
Flame Tongue +1: The Burning Earth
There was a time before Neverwinter was warm and before the great Anauroch was dry... or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough—it burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself—but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is... wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for ... or any other humanoid.

STATISTICS:

THAC0: +1, +2 vs. regenerating creatures, +3 vs. cold-using creatures, +4 vs. undead
Damage: 1d8+1, +1 fire damage, +2 vs. regenerating creatures, +3 vs. cold-using creatures, +4 vs. undead
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
Flame Tongue +1: The Burning Earth
There was a time before Neverwinter was warm and before the great Anauroch was dry... or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough—it burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself—but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is... wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for ... or any other humanoid.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +4 contre les morts-vivants
- Enchantement : +3 contre les loups des glaces
- Enchantement : +2 contre les loups-garous
- Enchantement : +2 contre les trolls
- TAC0 : +1 contre les trolls
- TAC0 : +3 contre les morts-vivants
- TAC0 : +2 contre les loups des glaces
- TAC0 : +1 contre les loups-garous

Capacités de combat : 
- Inflige 1 points de dégâts tranchants supplémentaires contre les loups-garous
- Inflige 2 points de dégâts tranchants supplémentaires contre les loups des glaces
- Inflige 3 points de dégâts tranchants supplémentaires contre les morts-vivants
- Inflige 1 points de dégâts tranchants supplémentaires contre les trolls
- Inflige 1 points de dégâts de feu supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
SW1H25
Kundane +2
Sword of Quickness: Kundane
Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers. In his loneliness he spent many hours alone on the hills overlooking Trademeet. A nearby wizard, Galloma, discovered the youth and found in him a kindred soul. The two fast became friends; master and apprentice. Galloma died before Dramnek's tutorage could be completed, however, and the youth found himself once more alone in the world. Eventually he made his way to the streets of Athkatla. There he became a cutpurse, augmenting his thieving skills with the little magic he'd learned from Galloma. Eventually he crafted this sword, which enhanced Dramnek's weak physical body. This weapon has no speed factor.

STATISTICS:

Combat abilities:
– 1 extra attack per round

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
Sword of Quickness: Kundane
Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers. In his loneliness he spent many hours alone on the hills overlooking Trademeet. A nearby wizard, Galloma, discovered the youth and found in him a kindred soul. The two fast became friends; master and apprentice. Galloma died before Dramnek's tutorage could be completed, however, and the youth found himself once more alone in the world. Eventually he made his way to the streets of Athkatla. There he became a cutpurse, augmenting his thieving skills with the little magic he'd learned from Galloma. Eventually he crafted this sword, which enhanced Dramnek's weak physical body. This weapon has no speed factor.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : +1

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H26
Ilbratha +1
This ancient bronze sword is set with six matching bloodstones and was apparently forged for Azoun the First, a long-dead king of Cormyr. It saw little use and eventually found its way to a favored of the king's guards. Despite the aid of its illusionary magic, that unnamed soldier fell in a later battle, and the sword was lost to brigands or scavengers.

STATISTICS:

Charge abilities:
– Mirror Image once per day
  Duration: 1 turn

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

Weight: 2
This ancient bronze sword is set with six matching bloodstones and was apparently forged for Azoun the First, a long-dead king of Cormyr. It saw little use and eventually found its way to a favored of the king's guards. Despite the aid of its illusionary magic, that unnamed soldier fell in a later battle, and the sword was lost to brigands or scavengers.

PARAMÈTRES : 

Capacités de charge : 
- Mirror Image (1 fois par jour)

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H27
Arbane's Sword of Agility +2
One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar and spent his life seeking revenge. Despite his focused hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man.

STATISTICS:

Equipped abilities:
– Immunity to hold and paralysis

Charge abilities:
– Haste once per day
  Duration: 2 rounds

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

Weight: 2
One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar and spent his life seeking revenge. Despite his focused hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité à la paralysie

Capacités de charge : 
- Haste (1 fois par jour)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H28
Cutthroat +4
This weapon has a bloody history, having been used to exercise its namesake many times. Popular among the assassin trade for its size and enchantment, it has been in the possession of many of the realms' more dangerous citizens, though seldom remaining in one place for any length of time.

STATISTICS:

THAC0: +4
Damage: 1d6+4 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
This weapon has a bloody history, having been used to exercise its namesake many times. Popular among the assassin trade for its size and enchantment, it has been in the possession of many of the realms' more dangerous citizens, though seldom remaining in one place for any length of time.

PARAMÈTRES : 

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H29
Short Sword +2
The term "short sword" does not exist in sword classifications, but has come to describe the earliest type of sword, a double-edged blade about two feet in length. There are etched runes on the surface of this weapon that glow during combat, indicating it has undergone some form of enchantment, but no identifying marks can be recognized.

STATISTICS:

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

Weight: 2
The term "short sword" does not exist in sword classifications, but has come to describe the earliest type of sword, a double-edged blade about two feet in length. There are etched runes on the surface of this weapon that glow during combat, indicating it has undergone some form of enchantment, but no identifying marks can be recognized.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H30
Belm +2
Scimitar of Speed +2: Belm
This enchanted scimitar bears the mark of Taka Kobe, an honored swordsmith of Kara-Tur, though how it came to be here is unknown. Perfectly balanced, it affords quick recovery in combat and even allows the wielder time for an additional attack.

STATISTICS:

Combat abilities:
– 1 extra attack per round

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
Scimitar of Speed +2: Belm
This enchanted scimitar bears the mark of Taka Kobe, an honored swordsmith of Kara-Tur, though how it came to be here is unknown. Perfectly balanced, it affords quick recovery in combat and even allows the wielder time for an additional attack.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : +1

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 0
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 10
SW1H31
Daystar +2
Sunblade: Daystar
Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving.

STATISTICS:

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

THAC0: +2, +4 vs. evil creatures
Damage: 1d8+2, +4 vs. evil creatures, does double damage against undead
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
Sunblade: Daystar
Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +4 contre les créatures mauvaises
- TAC0 : +2 contre les créatures mauvaises

Capacités de charge : 
- Sunray (1 fois par jour)

Capacités de combat : 
- Inflige 1d8 +2 points de dégâts magiques supplémentaires contre les morts-vivants
- Inflige 2 points de dégâts tranchants supplémentaires contre les créatures mauvaises
- Inflige 2 points de dégâts magiques supplémentaires contre les créatures mauvaises

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
SW1H32
Peridan +2
Dragonslayer: Peridan
Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerûn's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the realms.

STATISTICS:

Equipped abilities: 
– Immunity to fear
– Regenerate 1 Hit Point every 1 turn

Charge abilities:
– Detect Invisibility once per day

THAC0: +2
Damage: 1d8+2, double damage against dragons
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
Dragonslayer: Peridan
Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerûn's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the realms.

PARAMÈTRES : 

Capacités d'équipement : 
- Régénère 1 point de vie toutes les 60 secondes
- Le moral du porteur reste au plus haut
- Immunité à l'horreur
- Immunité à la peur
- Immunité à la panique

Capacités de charge : 
- Detect Invisibility (1 fois par jour)

Capacités de combat : 
- Inflige 1d8 +2 points de dégâts tranchants supplémentaires contre les dragons

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H33
Ras, The Dancing Blade +2
Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known.

STATISTICS:

Combat abilities:
– Dancing sword can attack on its own for 4 rounds

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known.

PARAMÈTRES : 

Capacités de charge : 
- Sword Dance (1 fois par jour)

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H33C
Ras, The Dancing Blade +2
Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known.

STATISTICS:

Combat abilities:
– Dancing sword can attack on its own for 4 rounds

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known.

PARAMÈTRES : 

Capacités de charge : 
- Sword Dance (1 fois par jour)

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H34
Albruin +1
Basalin was a large man, rumored, far from his hearing, to be a werebear. He long wielded the sword Albruin in the protection of his village, slaying giant spiders that plagued the area. The sword protected him from their poison and also allowed him to see invisible Red Wizards who controlled some of the more fantastic variants. The reason for their enmity is unknown.

STATISTICS:

Equipped abilities:
– Immunity to poison

Charge abilities:
– Detect Invisibility once per day

THAC0: +1
Damage: 2d4+3 (slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 8
Basalin was a large man, rumored, far from his hearing, to be a werebear. He long wielded the sword Albruin in the protection of his village, slaying giant spiders that plagued the area. The sword protected him from their poison and also allowed him to see invisible Red Wizards who controlled some of the more fantastic variants. The reason for their enmity is unknown.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance aux poisons : +100 %
- Immunité aux poisons

Capacités de charge : 
- Detect Invisibility (1 fois par jour)

Enchantement : +1
TAC0 : +1
Dégâts : 2d4 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 11
SW1H35
Adjatha the Drinker +2
This blade belonged to Dabbar, a long-dead servant of Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed.

STATISTICS:

Equipped abilities:
– Immunity to charm and domination spells

Combat abilities:
– Each hit heals the wielder 1 Hit Point

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
This blade belonged to Dabbar, a long-dead servant of Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité aux charmes

Capacités de combat : 
- Soigne +1 points de vie au porteur de manière permanente

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H36
Namarra +2
Also known as Neversleep, this ancient blade is thought to have been present at some of the most influential conflicts in Faerûn's history. Sightings have been noted as far north as Thay and as south as the jungles of Chult, though documentation is oddly lacking regarding the details. It is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages but also preventing any discussion that might have followed. 

STATISTICS:

Charge abilities:
– Silence, 15' Radius three times per day (Save vs. Spell at -5 to negate)
  Duration: 1 turn

THAC0: +2
Damage: 1d8+4 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
Also known as Neversleep, this ancient blade is thought to have been present at some of the most influential conflicts in Faerûn's history. Sightings have been noted as far north as Thay and as south as the jungles of Chult, though documentation is oddly lacking regarding the details. It is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages but also preventing any discussion that might have followed. 

PARAMÈTRES : 

Capacités de charge : 
- Silence, 15' Radius (3 fois par jour)

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H37
Taragarth the Bloodbrand +1
Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in the ruins of the ancient sorcerer Kullon's haunt, for it would save his life that very day. The ghost of Kullon himself attacked the intruder, but the flames that followed only singed, absorbed into the glowing Bloodbrand. Concealing himself, Lehorgan watched in amazement as the ancient sorcerer tried to divine his location, and again the sword protected him. Surviving this brush with death, the young man used this second chance and the gold from selling the blade to, as he put it, "get the hell out of adventuring." 

STATISTICS:

Equipped abilities: 
– Fire Resistance: +50%
– Non-detectable by magical means such as Detect Invisibility and scrying

THAC0: +1
Damage: 2d4+1 (slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 7
Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in the ruins of the ancient sorcerer Kullon's haunt, for it would save his life that very day. The ghost of Kullon himself attacked the intruder, but the flames that followed only singed, absorbed into the glowing Bloodbrand. Concealing himself, Lehorgan watched in amazement as the ancient sorcerer tried to divine his location, and again the sword protected him. Surviving this brush with death, the young man used this second chance and the gold from selling the blade to, as he put it, "get the hell out of adventuring." 

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +50 %
- Non-détection

Enchantement : +1
TAC0 : +1
Dégâts : 2d4 +1
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 11
SW1H38
Jhor the Bleeder +2
This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at courts throughout Faerûn. Skilled in "persuasion," he would use this sword to perform the "Death Of A Thousand Cuts," an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and the victim slowly bleeds to death. The sword was stolen, and its whereabouts have been a mystery until now.

STATISTICS:

Combat abilities:
– 2 extra damage every round until 10 Hit Points of damage done

THAC0: +2 
Damage: 2d4+2 (slashing)
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 7
This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at courts throughout Faerûn. Skilled in "persuasion," he would use this sword to perform the "Death Of A Thousand Cuts," an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and the victim slowly bleeds to death. The sword was stolen, and its whereabouts have been a mystery until now.

PARAMÈTRES : 

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Empoisonne la cible et lui inflige 1 point de dégâts toutes les 3 secondes pendant 5 rounds

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 11
SW1H39
Blade of Searing +3
The benefits inherent in this sword are plain to see: It is exceptionally accurate, and a lick of flame follows every blow, searing the target in addition to the normal damage received. It is an efficient troll-killer, though it has not yet been heralded as such in song or legend.

STATISTICS:

THAC0: +3
Damage: 2d4+3, +1 fire damage
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 5
The benefits inherent in this sword are plain to see: It is exceptionally accurate, and a lick of flame follows every blow, searing the target in addition to the normal damage received. It is an efficient troll-killer, though it has not yet been heralded as such in song or legend.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de feu supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 11
SW1H40
Blade of Roses +3
This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword been the secret behind a lackluster soldier's sudden elevation at court.

STATISTICS:

Equipped abilities: 
– Charisma: +2

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword been the secret behind a lackluster soldier's sudden elevation at court.

PARAMÈTRES : 

Capacités d'équipement : 
- Charisme : +2

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H41
Long Sword +2
A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H42
Bastard Sword +2
Not only has a smith made this sword so that it is better balanced and more durable than a standard blade, powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than the standard of its type. 

STATISTICS:

THAC0: +2
Damage: 2d4+2 (slashing)
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 7
Not only has a smith made this sword so that it is better balanced and more durable than a standard blade, powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than the standard of its type. 

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 11
SW1H44
Katana +1
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (slashing)
Speed Factor: 3
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 5
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d10 +1
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Katana
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 6
SW1H45
Malakar +2
This sleek katana radiates magical energy when carried. The Malakar, or "Dueling Steel," was used by a less-than-honorable samurai during duels against other samurai. As if of its own volition, it will swoop down and deflect the slashing attacks of other weapons. It is perfect for the warrior concerned about defense as well as offense.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. slashing weapons

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 4
This sleek katana radiates magical energy when carried. The Malakar, or "Dueling Steel," was used by a less-than-honorable samurai during duels against other samurai. As if of its own volition, it will swoop down and deflect the slashing attacks of other weapons. It is perfect for the warrior concerned about defense as well as offense.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2 contre les armes tranchantes

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Katana
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
SW1H47
Wakizashi +1
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (piercing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 2
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H49
Ninja-To +1
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 4
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
SW1H50
Shazzellim +1
This scimitar is of rather poor quality, but beneath its surface lies great power and evil. Created for the sole purpose of slaying Harpers, Shazzellim is more than capable of that task. With one strike of the blade, a Bard must make a Saving Throw vs. Spell or die. Crafted by a Red Wizard of Thay, the sword also has the ability to vocalize, which is why it was often given to fighter/mages in the service of the Wizards. Needless to say, possession of this sword would not be looked upon very highly by Harpers.

STATISTICS:

Equipped abilities:
– Vocalize

Combat abilities:
– Any Bard hit must save vs. Spell at -4 or die

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
This scimitar is of rather poor quality, but beneath its surface lies great power and evil. Created for the sole purpose of slaying Harpers, Shazzellim is more than capable of that task. With one strike of the blade, a Bard must make a Saving Throw vs. Spell or die. Crafted by a Red Wizard of Thay, the sword also has the ability to vocalize, which is why it was often given to fighter/mages in the service of the Wizards. Needless to say, possession of this sword would not be looked upon very highly by Harpers.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au silence

Capacités de combat : 
- Tue instantanément les bardes (jet de sauvegarde à -4 contre les sorts pour éviter)

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 10
SW1H51
Celestial Fury +3
Many centuries ago, a trumpet archon named Chin Yi fell in love with a mortal man in Shou Lung and swore to protect him from enemies should he ever ride to war. When that time came, however, Chin Yi's patron goddess Kwan Ying forbade her to intervene, not wishing to contribute to the bloodshed. When Chin Yi's beloved was cut down by a yuan-ti warlord, her grief was terrible and her wrath immediate: Ignoring Kwan Ying's warnings, she flew onto the battlefield and took up her beloved's katana, using the blade to cut down the warlord and all those who served him. She continued the slaughter of the yuan-ti army until Kwan Ying herself appeared before her, arms open and eyes full of sympathy. "If it will stop this slaughter, I will ease your pain and end your suffering."

"I do not wish to end my suffering," replied Chin Yi. "I wish for my fury to sound throughout the ages, now and forever." Wanting to help her servant, but not wishing to unleash such powerful fury on the world, Kwan Ying bound Chin Yi's spirit to the blade of the man she had failed to protect and then hid the weapon in a warrior's tomb. The tomb was later infiltrated and the weapon stolen, and although Chin Yi's cries could no longer be heard through the steel of the blade, her vengeance was as brutal as ever.

STATISTICS:

Combat abilities:
– Booming Thunder: Hit target must save vs. Spell or be stunned for 1 round
– Shocking Blow: 5% chance of an extra 20 electrical damage to hit target

Charge abilities:
– Lightning Strike once per day
  Damage: 10d6 electrical (Save vs. Spell for half)
  Range: 50 ft.
  Area of Effect: 1 creature

– Blindness once per day (Save vs. Spell negates)
  Range: 40 ft.
  Duration: 2 rounds
  Area of Effect: 1 creature

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 1
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 3
Many centuries ago, a trumpet archon named Chin Yi fell in love with a mortal man in Shou Lung and swore to protect him from enemies should he ever ride to war. When that time came, however, Chin Yi's patron goddess Kwan Ying forbade her to intervene, not wishing to contribute to the bloodshed. When Chin Yi's beloved was cut down by a yuan-ti warlord, her grief was terrible and her wrath immediate: Ignoring Kwan Ying's warnings, she flew onto the battlefield and took up her beloved's katana, using the blade to cut down the warlord and all those who served him. She continued the slaughter of the yuan-ti army until Kwan Ying herself appeared before her, arms open and eyes full of sympathy. "If it will stop this slaughter, I will ease your pain and end your suffering."

"I do not wish to end my suffering," replied Chin Yi. "I wish for my fury to sound throughout the ages, now and forever." Wanting to help her servant, but not wishing to unleash such powerful fury on the world, Kwan Ying bound Chin Yi's spirit to the blade of the man she had failed to protect and then hid the weapon in a warrior's tomb. The tomb was later infiltrated and the weapon stolen, and although Chin Yi's cries could no longer be heard through the steel of the blade, her vengeance was as brutal as ever.

PARAMÈTRES : 

Capacités de charge : 
- Blindness (1 fois par jour)
- Lightning Strike (1 fois par jour)

Capacités de combat : 
- Étourdit la cible pendant 1 round (jet de sauvegarde contre les sorts pour éviter)
- 6 % de chance d'infliger 20 points de dégâts d'électricité supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Katana
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H52
Water's Edge +3
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 3
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 8
SW1H53
Sword of Flame +1
This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword.

STATISTICS:

THAC0: +1
Damage: 1d8+1, +1 fire damage
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de feu supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
SW1H54
The Equalizer
Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality," it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer.

STATISTICS:

Equipped abilities: 
– Immunity to charm and confusion

Combat abilities:
– Strikes as a +3 weapon

THAC0 & Damage:
  vs. True Neutral: +0 to hit, 1d8 damage
  vs. Chaotic Neutral, Lawful Neutral: +1 to hit, 1d8+2 damage
  vs. Neutral Good, Neutral Evil: +2 to hit, 1d8+4 damage
  vs. Other Alignments: +3 to hit, 1d8+6 damage
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality," it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +3 contre les créatures loyales bonnes
- TAC0 : +3 contre les créatures loyales mauvaises
- TAC0 : +3 contre les créatures chaotiques bonnes
- TAC0 : +3 contre les créatures chaotiques mauvaises
- TAC0 : +2 contre les créatures neutres mauvaises
- TAC0 : +2 contre les créatures neutres bonnes
- TAC0 : +1 contre les créatures loyales neutres
- TAC0 : +1 contre les créatures chaotiques neutres
- Immunité à la confusion
- Immunité aux charmes

Capacités de combat : 
- Inflige 2 points de dégâts tranchants supplémentaires contre les créatures chaotiques neutres
- Inflige 2 points de dégâts tranchants supplémentaires contre les créatures loyales neutres
- Inflige 4 points de dégâts tranchants supplémentaires contre les créatures neutres bonnes
- Inflige 4 points de dégâts tranchants supplémentaires contre les créatures neutres mauvaises
- Inflige 6 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises
- Inflige 6 points de dégâts tranchants supplémentaires contre les créatures chaotiques bonnes
- Inflige 6 points de dégâts tranchants supplémentaires contre les créatures loyales mauvaises
- Inflige 6 points de dégâts tranchants supplémentaires contre les créatures loyales bonnes

Enchantement : +3
Dégâts : 1d8 
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H55
Katana +2
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 4
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Katana
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
SW1H58
Short Sword of Mask +4
This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business.

STATISTICS:

Combat abilities:
– 15% chance per hit that target is entangled for 4 rounds

THAC0: +4
Damage: 1d6+4 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business.

PARAMÈTRES : 

Capacités de combat : 
- 16 % de chance de modifier la classe d'armure de la cible de -2 pendant 4 rounds
- 16 % de chance d'immobiliser la cible pendant 4 rounds

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H59
Short Sword of Mask +5
Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is the preferred tool of assassins and thieves. 

STATISTICS:

Combat abilities: 
– 15% chance with every hit to drain 1 level from opponent
– 15% chance with every hit that opponent is entangled for 4 rounds

THAC0: +5
Damage: 1d6+5 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2 
Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is the preferred tool of assassins and thieves. 

PARAMÈTRES : 

Capacités de combat : 
- 16 % de chance de modifier la classe d'armure de la cible de -2 pendant 4 rounds
- 16 % de chance d'immobiliser la cible pendant 4 rounds
- 15 % de chance de drainer 1 niveau à la cible de manière permanente

Enchantement : +5
TAC0 : +5
Dégâts : 1d6 +5
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
SW1H60
Angurvadal +4
Also known as the Stream of Anguish, this is the legendary burning blade of Frithiof. 

STATISTICS:

Charge abilities:
– Set Strength to 22 once per day
  Duration: 1 turn
  Area of Effect: The user

THAC0: +4
Damage: 1d8+4, +1 fire damage
Damage type: Slashing
Speed Factor: 1
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
Also known as the Stream of Anguish, this is the legendary burning blade of Frithiof. 

PARAMÈTRES : 

Capacités de charge : 
- Force : Passe à 22 pendant 1 tour (1 fois par jour)

Capacités de combat : 
- Inflige 1 points de dégâts de feu supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
SW1H61
Angurvadal +5
The true power of Frithior's blazing sword has been unleashed by the Liquid Mercury.

STATISTICS:

Equipped abilities:
– Strength: 22
– Immunity to level drain

THAC0: +5
Damage: 1d8+5, 1d4+1 fire damage
Damage type: Slashing
Speed Factor: 0
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
The true power of Frithior's blazing sword has been unleashed by the Liquid Mercury.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 22
- Immunité au drain de niveaux

Capacités de combat : 
- Inflige 1d4 +1 points de dégâts de feu supplémentaires

Enchantement : +5
TAC0 : +5
Dégâts : 1d8 +5
Type de dégâts : Tranchant
Facteur de vitesse : 0
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
SW1H62
Foebane +3
The archmage Demron created this powerful blade for Captain Fflar of Myth Drannor. When the elven city fell, the sword was lost beneath the rubble of the once-great metropolis.

STATISTICS:

THAC0: +3
Damage: 2d4+3, +6 damage vs. undead, shapeshifters, demons, and devils
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 7
The archmage Demron created this powerful blade for Captain Fflar of Myth Drannor. When the elven city fell, the sword was lost beneath the rubble of the once-great metropolis.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 6 points de dégâts tranchants supplémentaires contre les morts-vivants
- Inflige 6 points de dégâts tranchants supplémentaires contre les dopplegangers
- Inflige 6 points de dégâts tranchants supplémentaires contre les loups-garous
- Inflige 6 points de dégâts tranchants supplémentaires contre les rakshasas
- Inflige 6 points de dégâts tranchants supplémentaires contre les démons

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 11
SW1H63
Foebane +5
Reunited with Fflar's scabbard, Foebane is an even greater weapon than the legends claimed.

STATISTICS:

Equipped abilities:
– Saving Throws: +1

Combat abilities:
– Each successful hit casts Larloch's Minor Drain on the target (no save)

THAC0: +5
Damage: 2d4+5, +6 damage vs. undead, shapeshifters, demons, and devils
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 5
Reunited with Fflar's scabbard, Foebane is an even greater weapon than the legends claimed.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +1

Capacités de combat : 
- Inflige 6 points de dégâts tranchants supplémentaires contre les dopplegangers
- Inflige 6 points de dégâts tranchants supplémentaires contre les démons
- Inflige 6 points de dégâts tranchants supplémentaires contre les loups-garous
- Inflige 6 points de dégâts tranchants supplémentaires contre les rakshasas
- Inflige 6 points de dégâts tranchants supplémentaires contre les morts-vivants

Enchantement : +5
TAC0 : +5
Dégâts : 2d4 +5
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 11
SW1H64
Purifier +4
This single-handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned.

STATISTICS:

Equipped abilities: 
– Magic Resistance: +20%

THAC0: +4
Damage: 2d4+4, +4 extra vs. chaotic evil
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 6
This single-handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +20 %

Capacités de combat : 
- Inflige 4 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises

Enchantement : +4
TAC0 : +4
Dégâts : 2d4 +4
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 11
SW1H65
Purifier +5
With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single instrument of holy justice on the face of Faerûn.

STATISTICS:

Equipped abilities: 
– Magic Resistance: +30%

Charge abilities:
– Dispel Magic at level 20 twice per day
  Range: 40 ft.
  Area of Effect: 15-ft. radius

– Mass Cure once per day
  Special: Heals party members 1d8+20 Hit Points
  Area of Effect: 15-ft. radius
    
THAC0: +5
Damage: 2d4+5, +5 extra vs. chaotic evil
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 5
With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single instrument of holy justice on the face of Faerûn.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +30 %

Capacités de charge : 
- Mass Cure (1 fois par jour)
- Dispel Magic (2 fois par jour)

Capacités de combat : 
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises

Enchantement : +5
TAC0 : +5
Dégâts : 2d4 +5
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 11
SW1H66
Yamato +4
The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender."

STATISTICS:

Equipped abilities:
– Armor Class: +1

THAC0: +4
Damage: 1d8+4 (piercing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 1
The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender."

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
SW1H67
Usuno's Blade +4
The daughter of a high ranking official within the bureaucratic society of Kara-Tur, Usuno rejected her family's station and carved a legend for herself among the yakuza of the underworld.

The blade of this enchanted ninjatō crackles with electrical energy.

STATISTICS:

Combat abilities:
– 10% chance of inflicting 2d10 electrical damage with each hit (Save vs. Spell for half)

THAC0: +4
Damage: 1d8+4 (slashing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 1 
The daughter of a high ranking official within the bureaucratic society of Kara-Tur, Usuno rejected her family's station and carved a legend for herself among the yakuza of the underworld.

The blade of this enchanted ninjatō crackles with electrical energy.

PARAMÈTRES : 

Capacités de combat : 
- 11 % de chance d'infliger 2d10 points de dégâts d'électricité supplémentaires (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 0
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 6
SW1H68
Spectral Brand +4
Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight invisibly at the side of the very one who defeated them.

STATISTICS:

Charge abilities:
– Summon Spectral Blade once per day
  This dancing sword fights on behalf of the one who wields Spectral Brand for 4 rounds, attacking once per round and doing 1d8+3 slashing damage with each hit.
   
THAC0: +4
Damage: 1d8+4, +1d4 cold damage
Damage type: Slashing
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 2
Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight invisibly at the side of the very one who defeated them.

PARAMÈTRES : 

Capacités de charge : 
- Summon Spectral Blade (1 fois par jour)

Capacités de combat : 
- Inflige 1d4 points de dégâts de froid supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 8
SW1H68C
Spectral Brand +4
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 3
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

PARAMÈTRES : 

Capacités de charge : 
- Invoque une créature (Spectral Blade) pendant 4 rounds (1 fois par jour)

Capacités de combat : 
- Inflige 1d4 points de dégâts de froid supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 8
SW1H69
Spectral Brand +5
Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the realms.

STATISTICS:

Equipped abilities:
– Negative Plane Protection

Charge abilities:
– Armor Piercing Strike once per day
  Special: +10 THAC0 bonus
  Duration: 3 rounds

– Summon Spectral Blade once per day
  This dancing sword fights on behalf of the one who wields Spectral Brand for 4 rounds, attacking once per round and doing 1d8+3 slashing damage with each hit.

THAC0: +5
Damage: 1d8+5, +1d6 cold damage
Damage type: Slashing
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 2
Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the realms.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au drain de niveaux

Capacités de charge : 
- Summon Spectral Blade (1 fois par jour)
- Armor Piercing Strike (1 fois par jour)

Capacités de combat : 
- Inflige 1d6 points de dégâts de froid supplémentaires

Enchantement : +5
TAC0 : +5
Dégâts : 1d8 +5
Type de dégâts : Tranchant
Facteur de vitesse : 0
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 8
SW1H69C
Spectral Brand +5
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 3
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

PARAMÈTRES : 

Capacités de charge : 
- Invoque une créature (Spectral Blade) pendant 4 rounds (1 fois par jour)
- TAC0 : +5 pendant 1 round (1 fois par jour)

Capacités de combat (au corps à corps) : 
- Inflige 1d6 points de dégâts de froid supplémentaires

Enchantement : +5
TAC0 : +5
Dégâts : 1d8 +5
Type de dégâts : Tranchant
Facteur de vitesse : 0

Capacités de combat : 

Enchantement : +5
Type de dégâts : Perforant
Facteur de vitesse : 0

Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 8
SW1H70
Hindo's Doom +3
Hindo was a samurai of great renown, a staunch defender of his people against the evil undead that often ravaged his homelands. 

STATISTICS:

Charge abilities:
– Lesser Restoration once per day
  Special: Reverses any previous level drain
  Range: Touch
  Area of Effect: 1 creature

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 1
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 3
Hindo was a samurai of great renown, a staunch defender of his people against the evil undead that often ravaged his homelands. 

PARAMÈTRES : 

Capacités de charge : 
- Lesser Restoration (1 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Katana
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H71
Hindo's Doom +4
Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of samurai. 

STATISTICS:

Equipped abilities:
– Magic Resistance: +10%
– Immunity to all forms of death magic

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

THAC0: +4
Damage: 1d10+4 (slashing)
Speed Factor: 0
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 2
Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of samurai. 

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +10 %
- Immunité à la désintégration
- Immunité à la pétrification
- Immunité à la mort magique

Capacités de charge : 
- Greater Restoration (1 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : 1d10 +4
Type de dégâts : Tranchant
Facteur de vitesse : 0
Type de compétence : Katana
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
SW1H72
Bastard Sword +3
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword.

STATISTICS:

THAC0: +3
Damage: 2d4+3 (slashing)
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 7
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Bastard Sword
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 11
SW1H73
Long Sword +3
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
SW1H74
Short Sword +3
This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 1
This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Short Sword
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
SW1H75
Katana +3
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

STATISTICS:

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 1
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 3
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Katana
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
SW1H76
Scimitar +3
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 1
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 10
SW1H77
The Answerer +4
The last swing of a battle is more important than the first. Such is the philosophy embodied in this powerful weapon. Although the strange design of the Answerer makes it difficult to take the initiative in combat, with each hit it makes an opponent more vulnerable to subsequent attacks. 

STATISTICS:

Combat abilities:
– Each hit lowers the target's Magic Resistance by 15% for 4 rounds
– Each hit penalizes the target's Armor Class by 2 for 4 rounds

THAC0: +4
Damage: 1d8+4 (slashing)
Speed Factor: 9
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
The last swing of a battle is more important than the first. Such is the philosophy embodied in this powerful weapon. Although the strange design of the Answerer makes it difficult to take the initiative in combat, with each hit it makes an opponent more vulnerable to subsequent attacks. 

PARAMÈTRES : 

Capacités de combat : 
- Classe d'armure de la cible : -2 pendant 4 rounds
- Réduit la rsistance  la magie de la cible de 15 % pendant 4 rounds

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 9
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
SW1HWK
Sun Soulbeam
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 3
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. 

PARAMÈTRES : 

Capacités de charge : 
- Magic Missile (comme un lanceur de sorts de niveau 10) (5 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
SW2H02
Two-handed Sword +1
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (slashing)
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 12
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d10 +1
Type de dégâts : Tranchant
Facteur de vitesse : 9
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 14
SW2H03
Cursed Berserking Sword +3
This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even once the battle fury has ended, this sword can only be removed via an exorcism using a Remove Curse spell.

STATISTICS:

Equipped abilities:
– Causes the wielder to go berserk
– May only be removed with a Remove Curse spell

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 15
This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even once the battle fury has ended, this sword can only be removed via an exorcism using a Remove Curse spell.

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Provoque la folie du berserker chez le porteur

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 10
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 15

Nécessite : 
- Force : 14
SW2H06
Spider's Bane +2
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

STATISTICS:

Equipped abilities:
– Protects the wielder from any magics that affect movement, such as Hold and Web.

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au sort Haste
- Immunité à la paralysie
- Immunité à l'étourdissement
- Immunité aux effets affectant la mobilité
- Immunité aux toiles
- Immunité à la lenteur
- Immunité à la hâte
- Action libre

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H07
Harbinger +3
When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known.

STATISTICS:

Combat abilities:
– Fireball: 5% chance per hit that a 10d6 fireball explodes, centered on the target
– Flesh to Stone: All struck ogres must save vs. Spell or be turned to stone

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known.

PARAMÈTRES : 

Capacités de combat : 
- Pétrifie les ogres de manière permanente (jet de sauvegarde contre les sorts pour éviter)
- 6 % de chance de lancer instantanément le sort Fireball sur la cible (comme un lanceur de sorts de niveau 10)

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H08
Soul Reaver +4
A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir to a warrior king. Though they seemed of even skill, Andor grew oddly weaker with each hit of the Baron's family blade. Panicking, he bade his bodyguards kill Eeirk. Despite his claims of morality, some noted that the young noble had positioned his men before the duel was even underway, and though he professed disdain for its dark magic, Andor made a tidy fortune off the sale of the evil blade. 

STATISTICS:

Combat abilities:
– Each hit makes the target receive a cumulative 2 point penalty to their THAC0 for 2 turns

THAC0: +4
Damage: 1d10+4 (slashing)
Speed Factor: 6
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir to a warrior king. Though they seemed of even skill, Andor grew oddly weaker with each hit of the Baron's family blade. Panicking, he bade his bodyguards kill Eeirk. Despite his claims of morality, some noted that the young noble had positioned his men before the duel was even underway, and though he professed disdain for its dark magic, Andor made a tidy fortune off the sale of the evil blade. 

PARAMÈTRES : 

Capacités de combat : 
- Réduit le TAC0 de la cible de 2 pendant 2 tours

Enchantement : +4
TAC0 : +4
Dégâts : 1d10 +4
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H09
Warblade +4
This large sword is an enchanted version of the barbaric swords of the northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. 

STATISTICS:

THAC0: +4
Damage: 1d12+4 (slashing)
Speed Factor: 6
Proficiency Type: Two-handed Sword 
Type: Two-handed
Requires:
 14 Strength

Weight: 11
This large sword is an enchanted version of the barbaric swords of the northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. 

PARAMÈTRES : 

Enchantement : +4
TAC0 : +4
Dégâts : 1d12 +4
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 11

Nécessite : 
- Force : 14
SW2H10
Carsomyr +5
The Holy Avenger: Carsomyr
Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerûn, though its origin and history is thought purposefully forgotten so that the sword itself shall never overshadow the importance of the struggles that must be fought today. It is infused with the very essence of virtue and requires as much from any Paladin who would hope to wield it. The evils of the realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease. Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle.

STATISTICS:

Equipped abilities:
– Magic Resistance: 50%

Combat abilities:
– Dispel Magic at level 30 on each hit

Charge abilities:
– Dispel Magic at level 15 three times per day
  Range: 40 ft.
  Area of Effect: 15-ft. radius

THAC0: +5
Damage: 1d12+5, +5 extra vs. chaotic evil
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 7
The Holy Avenger: Carsomyr
Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerûn, though its origin and history is thought purposefully forgotten so that the sword itself shall never overshadow the importance of the struggles that must be fought today. It is infused with the very essence of virtue and requires as much from any Paladin who would hope to wield it. The evils of the realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease. Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : Passe à 50 %

Capacités de charge : 
- Dispel Magic (3 fois par jour)

Capacités de combat : 
- Inflige 5 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises
- Guérit la Débilité mentale de la cible

Enchantement : +5
TAC0 : +5
Dégâts : 1d12 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 7

Nécessite : 
- Force : 14
SW2H11
Two-handed Sword +2
A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H12
Flame of the North +2
The title does not refer to the blade itself, but rather to the woman who originally wielded it in the icy hinterlands of Faerûn. Her name was Carerra, and she was a veritable firestorm that swept across arctic trolls and the northern orcish tribes. She was a hated enemy of many a shaman whose magic often floundered against her fury. After a lifetime of raucous battle, it was old age that eventually claimed her. The sword was passed to her granddaughter, an adventurer, who presumably brought it to Amn.

STATISTICS:

Equipped abilities:
– Magic Resistance: +10%

THAC0: +2
Damage: 1d10+2, +4 extra vs. chaotic evil
Damage type: Slashing
Speed Factor: 8
Proficiency Type: Two-handed sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
The title does not refer to the blade itself, but rather to the woman who originally wielded it in the icy hinterlands of Faerûn. Her name was Carerra, and she was a veritable firestorm that swept across arctic trolls and the northern orcish tribes. She was a hated enemy of many a shaman whose magic often floundered against her fury. After a lifetime of raucous battle, it was old age that eventually claimed her. The sword was passed to her granddaughter, an adventurer, who presumably brought it to Amn.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +10 %

Capacités de combat : 
- Inflige 4 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H13
Spider's Bane +2
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

STATISTICS:

Equipped abilities:
– Protects the wielder from any magics that affect movement, such as Hold and Web.

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Plant Growth
- Immunité au sort Entangle
- Immunité au sort Golem Slow
- Immunité au sort Slow
- Immunité au sort Vortex Web
- Immunité au sort Haste
- Immunité à la paralysie
- Immunité à l'étourdissement
- Immunité aux effets affectant la mobilité
- Immunité aux toiles
- Immunité à la lenteur
- Immunité à la hâte
- Action libre

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H14
Lilarcor
Lawrence Lilarcor was well known, not for being brave, but for being an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a treant was in the first place, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance."

It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human.

As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt," "Oh yeah! Got 'im good," and "Beware my bite for it might... might... might really hurt or something" is a constant barrage on a warrior's psyche.

STATISTICS:

Equipped abilities:
– Immunity to charm
– Immunity to confusion

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
Lawrence Lilarcor was well known, not for being brave, but for being an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a treant was in the first place, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance."

It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human.

As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt," "Oh yeah! Got 'im good," and "Beware my bite for it might... might... might really hurt or something" is a constant barrage on a warrior's psyche.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité à la confusion
- Immunité aux charmes

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H15
Silver Sword
This vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow.

STATISTICS:

Combat abilities:
– 25% chance per hit that target must save vs. Death at -2 or die

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 15
This vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow.

PARAMÈTRES : 

Capacités de combat : 
- 26 % de chance de tuer instantanément la cible (jet de sauvegarde à -2 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 15

Nécessite : 
- Force : 14
SW2H16
Sword of Chaos +2
Sarevok's Sword of Chaos
The blade of Sarevok, brother of , used in the battle they fought in faraway Baldur's Gate.  prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. The sword itself defies identification, likely forged specifically for Sarevok to best focus the infernal energy he hoped to control. Much of its power died with him.

STATISTICS:

Combat abilities:
– Each hit drains 1 Hit Point from the target and transfers it to the wielder. This will not heal beyond the wielder's maximum.

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
Sarevok's Sword of Chaos
The blade of Sarevok, brother of , used in the battle they fought in faraway Baldur's Gate.  prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. The sword itself defies identification, likely forged specifically for Sarevok to best focus the infernal energy he hoped to control. Much of its power died with him.

PARAMÈTRES : 

Capacités de combat : 
- Draine 1 points de dégâts tranchants à la cible

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14
SW2H17
Gram the Sword of Grief +5
This is one of the many weapons of the great hero Siegfried. The blade is particularly sharp and well-balanced, and in a certain light one can see the faint image of a serpent within the hilt.

STATISTICS:

Combat abilities:
– 10% chance of inflicting 2d12 poison damage with each hit

THAC0: +5
Damage: 1d10+5 (slashing)
Speed Factor: 5
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
This is one of the many weapons of the great hero Siegfried. The blade is particularly sharp and well-balanced, and in a certain light one can see the faint image of a serpent within the hilt.

PARAMÈTRES : 

Capacités de combat : 
- 11 % de chance d'être inefficace contre les cibles immunisées au poison
- 11 % de chance d'être inefficace contre les morts-vivants et les golems
- 11 % de chance d'infliger 2d12 points de dégâts de poison supplémentaires

Enchantement : +5
TAC0 : +5
Dégâts : 1d10 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
SW2H18
Gram the Sword of Grief +5
Siegfried's fearsome blade is even more powerful with the Heart of the Damned set into its pommel.

STATISTICS:

Equipped abilities:
– Magic Resistance: +5%

Combat abilities: 
– 10% chance of inflicting 2d12 poison damage with each hit
– Each hit target must save vs. Death (with a -5 penalty) or lose 1 level

THAC0: +5
Damage: 1d10+5 (slashing)
Speed Factor: 5
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
Siegfried's fearsome blade is even more powerful with the Heart of the Damned set into its pommel.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +5 %

Capacités de combat : 
- Inefficace contre les morts-vivants et les golems
- Draine 1 niveau à la cible de manière permanente et persiste après la mort (jet de sauvegarde à -5 contre la paralysie, la mort et les poisons pour éviter)
- 11 % de chance d'être inefficace contre les cibles immunisées au poison
- 11 % de chance d'infliger 2d12 points de dégâts de poison supplémentaires

Enchantement : +5
TAC0 : +5
Dégâts : 1d10 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
SW2H19
Carsomyr +6
Even a holy relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr.

STATISTICS:

Equipped abilities:
– Magic Resistance: 50%

Combat abilities: 
– Dispel Magic at level 30 whenever the sword strikes an opponent

Charge abilities:
– Dispel Magic at level 15 three times per day
  Range: 40 ft.
  Area of Effect: 15-ft. radius

THAC0: +6
Damage: 1d12+6, +6 extra vs. chaotic evil
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Two-handed Sword 
Type: Two-handed
Requires:
 14 Strength

Weight: 6
Even a holy relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : Passe à 50 %

Capacités de charge : 
- Dispel Magic (comme un lanceur de sorts de niveau 15) (3 fois par jour)

Capacités de combat : 
- Inflige 6 points de dégâts tranchants supplémentaires contre les créatures chaotiques mauvaises
- Guérit la Débilité mentale de la cible

Enchantement : +6
TAC0 : +6
Dégâts : 1d12 +6
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 6

Nécessite : 
- Force : 14
SW2H20
Two-handed Sword +3
A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery.

STATISTICS:

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
SW2H21
Psion's Blade +5
Some believe this massive blade to be of drow origin, though others dispute this claim. However, all agree this great sword was fashioned with a single purpose... to rid the world of the illithid. Those who wield the Psion's Blade are immune to the mind flayer's psionic attacks. The bewildering gaze of umber hulks, often found serving the illithid, are similarly rendered harmless.

STATISTICS:

Equipped abilities:
– Immunity to confusion and all psionic attacks

THAC0: +5
Damage: 1d10+5 (slashing)
Speed Factor: 5
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
Some believe this massive blade to be of drow origin, though others dispute this claim. However, all agree this great sword was fashioned with a single purpose... to rid the world of the illithid. Those who wield the Psion's Blade are immune to the mind flayer's psionic attacks. The bewildering gaze of umber hulks, often found serving the illithid, are similarly rendered harmless.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Confusion
- Immunité au sort Psionic Maze
- Immunité au sort Domination
- Immunité au sort Ego Whip
- Immunité au sort Ballistic Attack
- Immunité au sort Detonate
- Immunité au sort Psionic Blast
- Immunité au sort Psionic Domination
- Immunité à la confusion

Enchantement : +5
TAC0 : +5
Dégâts : 1d10 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 14
SW2HD1
Rancor +1
This ebony two-handed sword is covered with inscriptions that you cannot decipher. It hums softly in the presence of Dorn Il-Khan. Individuals who are good of heart are overcome with feelings of guilt and anxiety when they hold this blade.

STATISTICS:

Combat abilities:
– When Dorn holds this blade, any death that it causes has a chance to grant Dorn an increase of +1 to his to-hit rolls for 24 hours

THAC0: +1, +2 if it has slain someone within the past 24 hours
Damage: 1d10+1 (slashing)
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires: 
 14 Strength

Weight: 12
This ebony two-handed sword is covered with inscriptions that you cannot decipher. It hums softly in the presence of Dorn Il-Khan. Individuals who are good of heart are overcome with feelings of guilt and anxiety when they hold this blade.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d10 +1
Type de dégâts : Tranchant
Facteur de vitesse : 9
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 14
TAMCHAIN
Darkmail +3
Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 8 Strength

Weight: 9
Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 0
- Empêche le porteur de lancer des sorts profanes
- Résistance à la magie : +25 %
- Résistance au feu : +50 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 9

Nécessite : 
- Force : 8
TELSWD
Long Sword +3
This exquisitely crafted sword has been enchanted with a powerful dweomer to enhance the user's skill and the damage caused... but is otherwise unremarkable.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
This exquisitely crafted sword has been enchanted with a powerful dweomer to enhance the user's skill and the damage caused... but is otherwise unremarkable.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
TTLEAT
Leather Armor +1
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS:

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

Weight: 5
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 7
- Empêche le porteur de lancer des sorts profanes

Poids : 10

Nécessite : 
- Force : 4
TTSHLD01
Medium Shield +1
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  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Requires:
 12 Strength

Weight: 6
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  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Poids : 6

Nécessite : 
- Force : 12
TTSWORD1
Long Sword +1
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
WA2AMU
Sensate Amulet
This amulet originates in the city of Sigil, where it was forged by the Society of Sensation. It was given out to the most loyal Sensates to protect them when they traveled the planes looking for new experiences.

STATISTICS:

Equipped abilities:
– Charisma: +2
– Hit Points: +5
– Protection From Evil

Weight: 3
This amulet originates in the city of Sigil, where it was forged by the Society of Sensation. It was given out to the most loyal Sensates to protect them when they traveled the planes looking for new experiences.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2 contre les créatures mauvaises
- Jets de sauvegarde : +2 contre les créatures mauvaises
- Points de vie maximum : +5
- Charisme : +2
- Immunité contre les démons convoqués

Poids : 3
WA2DAK
Dak'kon's Zerth Blade +2
This sword was the weapon of choice of the famous githzerai Dak'kon. Dak'kon was killed by a powerful entity while working for a creature known as the "Nameless One."
 
STATISTICS:

Equipped abilities:
– Armor Class: +1
– Can memorize one extra 1st-, 2nd-, 3rd-, and 4th-level wizard spell

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 4
This sword was the weapon of choice of the famous githzerai Dak'kon. Dak'kon was killed by a powerful entity while working for a creature known as the "Nameless One."
 
PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Mémorisation d'un sort profane supplémentaire de niveau 4
- Mémorisation d'un sort profane supplémentaire de niveau 3
- Mémorisation d'un sort profane supplémentaire de niveau 2
- Mémorisation d'un sort profane supplémentaire de niveau 1

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Katana
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
WA2HALB
Harmonium Halberd +3
This halberd is a powerful weapon usually given out to the most important of Harmonium captains. The Harmonium is a faction based out of the planar city known as "Sigil."

STATISTICS:

Equipped abilities:
– Strength: +1
– Intelligence: -1
– Wisdom: -1

THAC0: +3
Damage: 1d10+3 (piercing)
Speed Factor: 6
Proficiency Type: Halberd
Type: Two-handed
Requires:
 11 Strength

Weight: 12
This halberd is a powerful weapon usually given out to the most important of Harmonium captains. The Harmonium is a faction based out of the planar city known as "Sigil."

PARAMÈTRES : 

Capacités d'équipement : 
- Force : +1
- Intelligence : -1
- Sagesse : -1

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Perforant / Tranchant
Facteur de vitesse : 6
Type de compétence : Halberd
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 11
WA2HELM
Vhailor's Helm
This helmet was worn by a mysterious warrior named Vhailor. The warrior was destroyed while helping a creature known as the "Nameless One."

STATISTICS:

Equipped abilities:
– Protects against critical hits
– Armor Class: +1

Charge abilities:
– Simulacrum once per day
  Duration: 16 rounds

Weight: 2
This helmet was worn by a mysterious warrior named Vhailor. The warrior was destroyed while helping a creature known as the "Nameless One."

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +1

Capacités de charge : 
- Simulacrum (instantané) (comme un lanceur de sorts de niveau 10) (1 fois par jour)

Poids : 2
WA2PLAT
Plate of Balduran
This plate was worn by the famous hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

STATISTICS:

Equipped abilities:
– Charisma: +1
– Hit Points: +4

Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)
Requires:
 15 Strength

Weight: 50
This plate was worn by the famous hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Points de vie maximum : +4
- Charisme : +1
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 50

Nécessite : 
- Force : 15
WA2RING
Mercykiller Ring
The Mercykillers are a powerful faction based out of the planar city of Sigil. This ring is given out to Mercykiller assassins when they are sent out to punish those who have broken the laws of Sigil. Often these assassins will roam as far as the Prime Material Plane. 

STATISTICS:

Equipped abilities:
– Move Silently: +20%
– Hide In Shadows: +20%
– Set Traps: +20%

Weight: 0
The Mercykillers are a powerful faction based out of the planar city of Sigil. This ring is given out to Mercykiller assassins when they are sent out to punish those who have broken the laws of Sigil. Often these assassins will roam as far as the Prime Material Plane. 

PARAMÈTRES : 

Capacités d'équipement : 
- Pose de pièges : +20 %
- Camouflage dans l'ombre : +20 %
- Furtivité : +20 %

Poids : 0
WA2ROBE
Robe of Vecna
This robe doesn't even have close to the power that the two famous artifacts, the Hand and Eye of Vecna, possess. Still, from simply being worn by the powerful lich, the robe absorbed enough magical energies to become a potent magic item.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Magic Resistance: +10%
– Improves casting speed by 4

Weight: 3
This robe doesn't even have close to the power that the two famous artifacts, the Hand and Eye of Vecna, possess. Still, from simply being worn by the powerful lich, the robe absorbed enough magical energies to become a potent magic item.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 5
- Vitesse d'incantation : +4
- Résistance à la magie : +10 %

Poids : 3
WA2S1H
Sword of Balduran
The Sword of Balduran was the favored weapon of the famous adventurer who founded the city of Baldur's Gate. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

STATISTICS:

Equipped abilities:
– Magic Resistance: +10%
– Lore: +10

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
The Sword of Balduran was the favored weapon of the famous adventurer who founded the city of Baldur's Gate. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +10 %
- Connaissance : +10

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Long Sword
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 5
WA2SHIEL
Shield of Balduran
This shield was worn by the hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

STATISTICS:

Equipped abilities:
– Armor Class: +4
– Strength: -1

Combat abilities:
– Reflects beholder rays

Requires:
 12 Strength

Weight: 4
This shield was worn by the hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4
- Force : -1
- Renvoie les rayons des spectateurs

Poids : 4

Nécessite : 
- Force : 12
WAAXE
Axe of Hrothgar +3
This axe was wielded by an adventurer who lived within the town of Easthaven in Icewind Dale. He died about a century ago trying to rescue his town from the ancient devil Belhifet.

STATISTICS:

Equipped abilities:
– Wisdom: +1
– Charisma: +1

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 5
This axe was wielded by an adventurer who lived within the town of Easthaven in Icewind Dale. He died about a century ago trying to rescue his town from the ancient devil Belhifet.

PARAMÈTRES : 

Capacités d'équipement : 
- Sagesse : +1
- Charisme : +1

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Axe
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 10
WAFLAIL
Defender of Easthaven +3
This flail was created a century ago to commemorate the defeat of the devil Belhifet. It was meant to always remain within the town of Easthaven to remind the people of the great evil that had been barely defeated. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– +20% resistance to slashing, piercing, and crushing damage

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 12
This flail was created a century ago to commemorate the defeat of the devil Belhifet. It was meant to always remain within the town of Easthaven to remind the people of the great evil that had been barely defeated. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Résistance aux dégâts tranchants : +20 %
- Résistance aux dégâts contondants : +20 %
- Résistance aux dégâts perforants : +20 %

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 12

Nécessite : 
- Force : 13
WAMACE
Jerrod's Mace +2
This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful devil known as Belhifet.

STATISTICS:

THAC0: +2, +5 vs. demons and devils
Damage: 1d6+3, +6 vs. demons and devils
Damage type: Crushing
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed

Weight: 7
This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful devil known as Belhifet.

PARAMÈTRES : 

Capacités d'équipement : 
- Enchantement : +5 contre les démons
- TAC0 : +3 contre les démons

Capacités de combat : 
- Inflige 3 points de dégâts contondants supplémentaires contre les démons

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Mace
Type : Arme à 1 main

Poids : 7
WANINJA
Ninjatō of the Scarlet Brotherhood +3
When a member of the Scarlet Brotherhood kills one of that organization's "great enemies," they are often rewarded with this sword. How this sword made its way from the world of Greyhawk (where the Brotherhood is based) to Faerûn is a mystery. When unsheathed, the ninjatō will glow blood red.

STATISTICS:

Combat abilities:
– 1 extra attack per round
– Hit target takes 6 points of poison damage per round for 2 rounds (Save vs. Death negates)

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 2
When a member of the Scarlet Brotherhood kills one of that organization's "great enemies," they are often rewarded with this sword. How this sword made its way from the world of Greyhawk (where the Brotherhood is based) to Faerûn is a mystery. When unsheathed, the ninjatō will glow blood red.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : +1

Capacités de combat : 
- Inefficace contre les cibles immunisées au poison
- Inefficace contre les morts-vivants et les golems
- Empoisonne la cible et lui inflige 1 point de dégâts par seconde pendant 2 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
WAS2H
Joril's Dagger +3
Joril was a powerful frost giant that lived with his clan in the Spine of the World. His magic dagger was lost when he was killed by a band of adventurers. Eventually the dagger wound up in the town of Kuldahar where it was reforged so that it could be used as a two-handed sword.

STATISTICS:

Combat abilities:
– 25% chance of each hit confusing the target for 3 rounds (Save vs. Spell to negate)

THAC0: +3
Damage: 1d10+3, +1 cold damage
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 13 Strength

Weight: 10
Joril was a powerful frost giant that lived with his clan in the Spine of the World. His magic dagger was lost when he was killed by a band of adventurers. Eventually the dagger wound up in the town of Kuldahar where it was reforged so that it could be used as a two-handed sword.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires
- 26 % de chance d'infliger confusion à la cible pendant 3 rounds (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Two-Handed Sword
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 13
WASLING
Sling of Everard +5
The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale. 

STATISTICS:

Combat abilities:
– When no bullets are equipped, the sling fires missiles that are treated as +5 for the purposes of determining what enemies they can damage. The missiles receive +5 to hit, including the bonus listed below, and deal a total of 1d4+2 missile damage

THAC0: +5
Damage: +2 (missile)
Speed Factor: 0
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale. 

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de combat (à distance) : 
- Revient dans la main du lanceur

Enchantement : +5
TAC0 : +5
Dégâts : 1d4 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 0
Type de compétence : Sling
Type : Arme à 1 main

Poids : 0

Nécessite : 
- Force : 3
WASPEAR
Spear of Kuldahar +3
This spear was forged by the druids who dwelt close to the great tree of Kuldahar. It was meant to be used by the warrior who was appointed as Kuldahar's defender.

STATISTICS:

Equipped abilities:
– Hit Points: +8

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This spear was forged by the druids who dwelt close to the great tree of Kuldahar. It was meant to be used by the warrior who was appointed as Kuldahar's defender.

PARAMÈTRES : 

Capacités d'équipement : 
- Points de vie maximum : +8

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 3
Type de compétence : Spear
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
WASTAFF
Staff of Arundel +3
This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an archdruid that lived in the city of Kuldahar before he was killed by the devil Belhifet.

STATISTICS:

Equipped abilities:
– Cold Resistance: +10%
– Fire Resistance: +10%
– Can memorize one extra 5th- and one extra 6th-level divine spell

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 0
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 9 Dexterity

Weight: 3
This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an archdruid that lived in the city of Kuldahar before he was killed by the devil Belhifet.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Mémorisation d'un sort divin supplémentaire de niveau 5
- Résistance au feu : +10 %
- Résistance au froid : +10 %

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Contondant
Facteur de vitesse : 0
Type de compétence : Quarterstaff
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Dextérité : 9
WASTAR
Everard's Morning Star +2
This morning star was the personal weapon of the cleric Everard. Everard was a powerful priest of Tempus who sacrificed his life in the battle against the devil Belhifet.

STATISTICS:

Combat abilities:
– 50% chance per hit of making targeted spellcaster lose one spell from memory

THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 9
This morning star was the personal weapon of the cleric Everard. Everard was a powerful priest of Tempus who sacrificed his life in the battle against the devil Belhifet.

PARAMÈTRES : 

Capacités de combat : 
- 51 % de chance de supprimer 1 sort profane de la mémoire de la cible

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Flail/Morning Star
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
WAWAK
Kachiko's Wakizashi +3
This sword was the favored weapon of a female warrior named Kachiko. Not much was known about her other than that she hailed from the far eastern lands in Kara-Tur.

STATISTICS:

Combat abilities:
– Drains 2 points of target's Wisdom for 2 rounds on each hit (Save vs. Death to negate)

THAC0: +3
Damage: 1d8+3 (piercing)
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 2
This sword was the favored weapon of a female warrior named Kachiko. Not much was known about her other than that she hailed from the far eastern lands in Kara-Tur.

PARAMÈTRES : 

Capacités de combat : 
- Réduit la sagesse de la cible de 2 pendant 2 rounds (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Scimitar / Wakizashi / Ninjatō
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
XBOW02
Heavy Crossbow +1
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This heavy crossbow has been enchanted.

STATISTICS:

THAC0: +1
Damage: +3 (missile)
Speed Factor: 9
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 12
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This heavy crossbow has been enchanted.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +1
TAC0 : +1
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 9
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 12
XBOW03
The Guide +2
Heavy Crossbow of Accuracy: The Guide
A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands.

STATISTICS:

THAC0: +5
Damage: +2
Speed Factor: 7
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 10
Heavy Crossbow of Accuracy: The Guide
A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +5
TAC0 : +5
Dégâts : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 7
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 12
XBOW05
Light Crossbow +1
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This light crossbow has been enchanted.

STATISTICS:

THAC0: +1
Damage: +1 (missile)
Speed Factor: 4
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 6
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This light crossbow has been enchanted.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +1
TAC0 : +1
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 4
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 6

Nécessite : 
- Force : 8
XBOW06
The Army Scythe +1
Light Crossbow of Speed: The Army Scythe
A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of hobgoblins, these unfortunate souls have joined the ancients in their anonymity.

STATISTICS:

Combat abilities:
– 1 extra attack per round

THAC0: +1
Damage: +1
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
Light Crossbow of Speed: The Army Scythe
A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of hobgoblins, these unfortunate souls have joined the ancients in their anonymity.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +1
TAC0 : +1
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 8
XBOW07
Heavy Crossbow +2
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the Plane of Air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal.

STATISTICS:

THAC0: +2
Damage: +4 (missile)
Speed Factor: 8
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 11
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the Plane of Air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +2
TAC0 : +2
Dégâts : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 8
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 11

Nécessite : 
- Force : 12
XBOW08
Giant Hair Crossbow +3
Though hard to verify, it is claimed that the bowstring of this crossbow is made from the hair of a frost giant. Whatever the truth, the weapon is incredibly hard to draw, although its accuracy and subsequent damage are well worth the strain required (Strength of 15 or greater). 

STATISTICS:

THAC0: +3
Damage: +5 (missile)
Speed Factor: 7
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 15 Strength

Weight: 11
Though hard to verify, it is claimed that the bowstring of this crossbow is made from the hair of a frost giant. Whatever the truth, the weapon is incredibly hard to draw, although its accuracy and subsequent damage are well worth the strain required (Strength of 15 or greater). 

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
TAC0 : +3
Dégâts : +5
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 7
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 11

Nécessite : 
- Force : 15
XBOW09
Light Crossbow +2
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil.

STATISTICS:

THAC0: +2
Damage: +2 (missile)
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +2
TAC0 : +2
Dégâts : +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 8
XBOW10
Necaradan's Crossbow +3
Bower Necaradan crafted this masterpiece almost thirty years ago, lacing strong enchantments within both the wood and the string. It is said he only fired it once, just to see if it performed as true as he had hoped. He was reportedly not disappointed, but a local nobleman sought the bow soon after, and it eventually fell into the hands of bandits.

STATISTICS:

THAC0: +3
Damage: +3 (missile)
Speed Factor: 2
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
Bower Necaradan crafted this masterpiece almost thirty years ago, lacing strong enchantments within both the wood and the string. It is said he only fired it once, just to see if it performed as true as he had hoped. He was reportedly not disappointed, but a local nobleman sought the bow soon after, and it eventually fell into the hands of bandits.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
TAC0 : +3
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 8
XBOW13
Crossbow of Affliction +4
A devastating weapon, this crossbow unfortunately draws its power directly from the wielder. Some bowmen have used it regardless, and many to great effect, but the drawbacks must be carefully considered. Its most famous owner, Guil de Lyons, made good use of it fighting bandits in remote areas of Faerûn, but he ultimately fell when he lacked the strength to defend against a rare assailant that got within striking distance.
 
STATISTICS:

Equipped abilities:
– Strength: -2

THAC0: +4
Damage: +4 (missile)
Speed Factor: 6
Proficiency Type: Crossbow
Type: Two-handed

Weight: 9
A devastating weapon, this crossbow unfortunately draws its power directly from the wielder. Some bowmen have used it regardless, and many to great effect, but the drawbacks must be carefully considered. Its most famous owner, Guil de Lyons, made good use of it fighting bandits in remote areas of Faerûn, but he ultimately fell when he lacked the strength to defend against a rare assailant that got within striking distance.
 
PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1
- Force : -2

Enchantement : +4
TAC0 : +4
Dégâts : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 6
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 9
XBOW14
Heavy Crossbow of Searing +1
A marvel of engineering, this crossbow covers bolts in oil and sets them alight when fired. It is enchanted as well, likely to keep the mechanism working smoothly. It bears the hallmarks of the inventor's god, Gond.

STATISTICS:

THAC0: +1
Damage: +3 (missile), +2 fire damage
Speed Factor: 9
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 10
A marvel of engineering, this crossbow covers bolts in oil and sets them alight when fired. It is enchanted as well, likely to keep the mechanism working smoothly. It bears the hallmarks of the inventor's god, Gond.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de combat : 
- Inflige 2 points de dégâts de feu supplémentaires

Enchantement : +1
TAC0 : +1
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 9
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 12
XBOW15
Firetooth +4
One of the most powerful crossbows in the realms, Firetooth has no need for ammunition, as it automatically launches magical bolts of fire.
 
STATISTICS:

Combat abilities:
– When no bolts are equipped, the crossbow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The missiles receive +6 to hit, including the bonus listed below, and deal a total of 1d8+4 missile and 2 fire damage

THAC0: +6 bonus (+4 crossbow, +2 Fire Bolt)
Damage: 1d8+4, +2 fire damage
Speed Factor: 1
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
One of the most powerful crossbows in the realms, Firetooth has no need for ammunition, as it automatically launches magical bolts of fire.
 
PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de combat (à distance) : 
- Revient dans la main du lanceur
- Inflige 2 points de dégâts de feu supplémentaires

Capacités de combat (à distance) : 
- Inflige 2 points de dégâts de feu supplémentaires

Enchantement : +4
TAC0 : +6
Dégâts : 1d8 +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 8
XBOW16
Firetooth +5
The magical bowstring of Gond makes even the Firetooth crossbow's enchanted missiles more accurate and more powerful. Firetooth will never run out of these enchanted missiles, so there is no need for ammunition.

STATISTICS:

Combat abilities:
– When no bolts are equipped, the crossbow fires missiles that are treated as +5 for the purposes of determining what enemies they can damage. The missiles receive +7 to hit, including the bonus listed below, and deal a total of 1d8+5 missile and 2 fire damage

THAC0: +7 bonus (+5 crossbow, +2 Fire Bolt)
Damage: 1d8+5, +2 fire damage
Speed Factor: 1
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
The magical bowstring of Gond makes even the Firetooth crossbow's enchanted missiles more accurate and more powerful. Firetooth will never run out of these enchanted missiles, so there is no need for ammunition.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Capacités de combat (à distance) : 
- Revient dans la main du lanceur
- Inflige 2 points de dégâts de feu supplémentaires

Capacités de combat (à distance) : 
- Inflige 2 points de dégâts de feu supplémentaires

Enchantement : +5
TAC0 : +7
Dégâts : 1d8 +5
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Force : 8
XBOW17
Heavy Crossbow +3
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the Plane of Air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal.

STATISTICS:

THAC0: +3
Damage: +5 (missile)
Speed Factor: 7
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 10
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the Plane of Air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
TAC0 : +3
Dégâts : +5
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 7
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 12
XBOW18
Light Crossbow +3
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil.

STATISTICS:

THAC0: +3
Damage: +3 (missile)
Speed Factor: 2
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 4
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
TAC0 : +3
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Crossbow
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 8
XZARCLCK
Robe of the Evil Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of evil alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of evil alignment.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 5
- Jets de sauvegarde : +1
- Résistance à la magie : +5 %

Poids : 6