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l#rocba0
Brass Knuckles of Heartbeat
These brass knuckles were designed as a secret weapon for a bard who performed under the name Brass. He commissioned this weapon from a recognized dwarven blacksmith from Calimport. The blacksmith planned to make the knuckles truly deadly. His designs included special runes to be etched on their surface that would instantly stop the heartbeat of the bard's enemies. Before the blacksmith was able to finish his work, someone broke into his workshop. The dwarf was killed and the scroll describing how to make the weapon got stolen.

 found the designs and brought them to Cromwell who then created this powerful item.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Combat abilities:
– Extra 1/2 attack per round
– Strikes as a +5 weapon
– 3% chance per hit that targeted humanoids and animals must save vs. Death at -4 or die

THAC0: +6
Damage: 1d4+4 (crushing)
Speed Factor: 0
Proficiency Type: none
Type: one-handed
Requires:
5 Strength

Weight: 2
These brass knuckles were designed as a secret weapon for a bard who performed under the name Brass. He commissioned this weapon from a recognized dwarven blacksmith from Calimport. The blacksmith planned to make the knuckles truly deadly. His designs included special runes to be etched on their surface that would instantly stop the heartbeat of the bard's enemies. Before the blacksmith was able to finish his work, someone broke into his workshop. The dwarf was killed and the scroll describing how to make the weapon got stolen.

 found the designs and brought them to Cromwell who then created this powerful item.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Attaque par round : + une demi

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

Enchantement : +5
TAC0 : +6
Dégâts : 1d4 +4
Type de dégâts : Contondant
Facteur de vitesse : 0
Type de compétence : Armes contondantes
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
l#roccl0
Gods' Ram
This helmet, known as the Gods' Ram, was created for the bravest priests who do not fear to stand their ground even before the most powerful enemies. It seems to be made of gold, but its shiny surface holds more power than anyone could imagine. Some say this helmet was forged by a powerful solar, a messenger of the gods.

The helmet allows the wearer to deliver a powerful headbutt with its horns. The blow may knock out the target, making it easier for the priest and their allies to defeat the foe.

This item was forged back to its former glory by Cromwell, with 's help.

STATISTICS:

Charge abilities:
– Ram's Pounce twice per day
Damage: 2d6+4 crushing
Special: 50% chance of knocking the opponent out for 1 round (no saving throw)
Area of effect: 1 creature

Equipped abilities:
– Armor Class: +1
– Movement Speed: +1
– Crushing damage resistance: +20%
– Immunity to Wing Buffet
– Protects against critical hits

Weight: 2
This helmet, known as the Gods' Ram, was created for the bravest priests who do not fear to stand their ground even before the most powerful enemies. It seems to be made of gold, but its shiny surface holds more power than anyone could imagine. Some say this helmet was forged by a powerful solar, a messenger of the gods.

The helmet allows the wearer to deliver a powerful headbutt with its horns. The blow may knock out the target, making it easier for the priest and their allies to defeat the foe.

This item was forged back to its former glory by Cromwell, with 's help.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +1
- Vitesse de déplacement : +1
- Résistance aux dégâts contondants : +20 %
- Immunité au sort Coup d'aile
- Immunité au renversement

Capacités de charge : 
- Capacité 1 (2 fois par jour)
  Inflige 2d6 +4 points de dégâts contondants supplémentaires
  61 % de chance d'endormir la cible pendant 1 round

Poids : 2
l#rocfi0
Solar Kiss +4
This composite longbow is believed to be of otherworldly origin, created from the dust of a dying sun and magically enhanced copper. Arcane metallurgy was employed to make the copper resistant yet pliable enough to form the weapon's shaft. However, using the bow requires a powerful grip.

Legends say that a dwarven blacksmith created this weapon for his beloved one, Boanghar, who was sent on a mission to the Underdark to save his brothers captured by beholders. The bow was supposed to be his light in the land of darkness and blind the eyes of his monstrous enemies.

STATISTICS:

Equipped abilities:
– Immunity to blindness
– Fire resistance: +25%

Combat abilities:
– 10% chance per hit of slaying targeted beholder
– 50% chance per hit of inflicting 1 additional fire damage

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

Weight: 8
This composite longbow is believed to be of otherworldly origin, created from the dust of a dying sun and magically enhanced copper. Arcane metallurgy was employed to make the copper resistant yet pliable enough to form the weapon's shaft. However, using the bow requires a powerful grip.

Legends say that a dwarven blacksmith created this weapon for his beloved one, Boanghar, who was sent on a mission to the Underdark to save his brothers captured by beholders. The bow was supposed to be his light in the land of darkness and blind the eyes of his monstrous enemies.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +25 %
- Immunité à l'aveuglement

Capacités de combat : 
- 51 % de chance d'infliger 1 points de dégâts de feu supplémentaires
- 11 % de chance de tuer instantanément les spectateurs

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

Poids : 8

Nécessite : 
- Force : 18
l#rocma0
Sea's Beating Heart
This arcane staff is a powerful weapon created by Chaln Indaan, a skilled mage specialized in water magic. The weapon can summon the energy of an untamed sea and great storm. Legends say that this weapon can instantly kill fire elementals.

Some claim that the Sea's Beating Heart was inspired by another powerful weapon known as the Wave.

This weapon's former glory was brought back by  and Cromwell of Athkatla.

STATISTICS:

Combat abilities:
– Sets attacks per round to 1
– Slays efreet and fire elementals
– Attack range is increased to 25

Equipped abilities:
– Cold Resistance: +50%
– All cold damage inflicted by the character is increased by +10%

THAC0: +5
Damage: 2d8+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
5 Strength

Weight: 4
This arcane staff is a powerful weapon created by Chaln Indaan, a skilled mage specialized in water magic. The weapon can summon the energy of an untamed sea and great storm. Legends say that this weapon can instantly kill fire elementals.

Some claim that the Sea's Beating Heart was inspired by another powerful weapon known as the Wave.

This weapon's former glory was brought back by  and Cromwell of Athkatla.

PARAMÈTRES : 

Capacités d'équipement : 
- Dégâts de froid : Multiplié par 10 %
- Attaque par round : 1
- Résistance au froid : +50 %

Capacités de combat : 
- Tue instantanément les efrits nobles
- Tue instantanément les efrits
- Tue instantanément les élémentaires de feu

Enchantement : +4
TAC0 : +5
Dégâts : 2d8 +3
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Bâton
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
l#rocma1
Shaft of the Sea's Beating Heart
This is the shaft of the Sea's Beating Heart. Until the weapon is restored to its original shape, this shaft may be used as a quarterstaff +1.

STATISTICS:

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

Weight: 4
This is the shaft of the Sea's Beating Heart. Until the weapon is restored to its original shape, this shaft may be used as a quarterstaff +1.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Bâton
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
l#rocmo0
Boots of Precise Kicks
This pair of boots was created in Wa for a monk named Homura Tatamihi. He spent almost twenty years in solitude perfecting his skills and fighting techniques. Rumor has it that he managed to create similar boots on his own and described every step of the process on a scroll.

This specific pair was created in Amn, thanks to  and a skilled blacksmith—Cromwell.

STATISTICS:

Equipped abilities:
– THAC0: +3
– Armor Class: +1 vs. missile attacks
– Movement Speed: +1

Weight: 4
This pair of boots was created in Wa for a monk named Homura Tatamihi. He spent almost twenty years in solitude perfecting his skills and fighting techniques. Rumor has it that he managed to create similar boots on his own and described every step of the process on a scroll.

This specific pair was created in Amn, thanks to  and a skilled blacksmith—Cromwell.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- TAC0 : +3
- Vitesse de déplacement : +1

Poids : 4
l#rocpa0
Crown of the Sun's Warmth
This crown was created for a paladin of Amaunator named Valsax Fahoral. She was known for her vigilance and unwavering hope she put in her god and the Sun. To her, it was a sign that Toril is worth the warmth and that its people are capable of making it a better place still.

The headpiece is believed to grant the wearer cosmic or even celestial powers that boost their wisdom and sound judgment so that they can always choose a path of righteousness and hope.

STATISTICS:

Charge abilities:
– Know Alignment once per day
– Clairvoyance once per day

Equipped abilities:
– Lore: +20
– Wisdom: +2
– Armor Class: +2
– Protects against critical hits

Weight: 1
This crown was created for a paladin of Amaunator named Valsax Fahoral. She was known for her vigilance and unwavering hope she put in her god and the Sun. To her, it was a sign that Toril is worth the warmth and that its people are capable of making it a better place still.

The headpiece is believed to grant the wearer cosmic or even celestial powers that boost their wisdom and sound judgment so that they can always choose a path of righteousness and hope.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Sagesse : +2
- Connaissance : +20

Capacités de charge : 
- Connaissance des alignements (comme un lanceur de sorts de niveau 10) (1 fois par jour)
- Clairvoyance (comme un lanceur de sorts de niveau 10) (1 fois par jour)

Poids : 1
l#rocpa1
Incomplete Crown of the Sun's Warmth
This item is known as the Crown of the Sun's Warmth, somehow associated with the church of Amaunator. Unfortunately, it is incomplete and misses a few gemstones. If they were to be found, perhaps the crown and its properties could be restored.
STATISTICS:

Weight: 1
This item is known as the Crown of the Sun's Warmth, somehow associated with the church of Amaunator. Unfortunately, it is incomplete and misses a few gemstones. If they were to be found, perhaps the crown and its properties could be restored.
PARAMÈTRES : 

Poids : 1
l#rocsh0
Spirit's Edge +4
This powerful item is known as the Spirit's Edge. It is a legendary shamanic weapon that may only be used by those with access to the realm of spirits. Some say that this weapon can cut a creature's connection to the world of the living by summoning the otherworldly cry of a banshee.

The axe is very light, as its blade is made from a bizarre matter known as ghostmetal.

Spirit's Edge was reforged thanks to  and a mighty blacksmith known as Cromwell.

STATISTICS:

Combat abilities:
– Strikes as a +5 weapon
– 2% chance per hit of casting Wail of Banshee
– 10% chance per hit of inflicting additional 2d4 magic damage

Equipped abilities:
– Magic Resistance: +15%

THAC0: +4
Damage: 1d8+4 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-handed
Requires:
6 Strength

Weight: 1
This powerful item is known as the Spirit's Edge. It is a legendary shamanic weapon that may only be used by those with access to the realm of spirits. Some say that this weapon can cut a creature's connection to the world of the living by summoning the otherworldly cry of a banshee.

The axe is very light, as its blade is made from a bizarre matter known as ghostmetal.

Spirit's Edge was reforged thanks to  and a mighty blacksmith known as Cromwell.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +15 %

Capacités de combat : 
- 11 % de chance d'infliger 2d4 points de dégâts magiques supplémentaires
- 3 % de chance de lancer le sort Cri de la banshee (comme un lanceur de sorts de niveau 20)

Enchantement : +5
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Hache
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
l#rocso0
Heritage Amplifier
This circlet may only be used by sorcerers. It amplifies magical energies that already flow through them, substantially enhancing the effects of their spells. If gossips are to be believed, the circlet affects the blood of the wearer directly, unlocking their true potential.

This item increases the damage inflicted by the wearer's spells, however, this only applies to actual magic damage. The impact of other types of damage like fire, cold, acid, or electric remains unchanged.

The circlet was reforged by Cromwell, after  found the broken item.

STATISTICS:

Equipped abilities:
– Charisma: +2
– Caster level: +3
– Magic Damage dealt: +12%

Weight: 1
This circlet may only be used by sorcerers. It amplifies magical energies that already flow through them, substantially enhancing the effects of their spells. If gossips are to be believed, the circlet affects the blood of the wearer directly, unlocking their true potential.

This item increases the damage inflicted by the wearer's spells, however, this only applies to actual magic damage. The impact of other types of damage like fire, cold, acid, or electric remains unchanged.

The circlet was reforged by Cromwell, after  found the broken item.

PARAMÈTRES : 

Capacités d'équipement : 
- MONK : 12
- Niveau de lanceur de sorts profanes : +3
- Charisme : +2

Poids : 1
l#rocth0
Belt of Father's Vengeance
The Belt of Father's Vengeance was created by a sect of Mask to help one of their own, Eahon Vitt, in his plan to wreak vengeance on a local nobleman who tried to blackmail Eahon and took his son as a hostage. Master Vitt would get his son back if he stole a painting the nobleman desired. When the mission failed, the nobleman killed Eahon's son... and with this act, he signed his own death sentence.

Eahon Vitt succeeded in his mission, killed the nobleman, and... disappeared. Legends say that he ended his own life not long afterward, as his belt was found by the river just outside the city.

This item was fixed thanks to  and Cromwell.

STATISTICS:

Equipped abilities:
– Hide in Shadows: +10%
– Move Silently: +10%
– Find Traps: +10%
– Set Traps: +30%
– Backstab Multiplier: +1

Weight: 2
The Belt of Father's Vengeance was created by a sect of Mask to help one of their own, Eahon Vitt, in his plan to wreak vengeance on a local nobleman who tried to blackmail Eahon and took his son as a hostage. Master Vitt would get his son back if he stole a painting the nobleman desired. When the mission failed, the nobleman killed Eahon's son... and with this act, he signed his own death sentence.

Eahon Vitt succeeded in his mission, killed the nobleman, and... disappeared. Legends say that he ended his own life not long afterward, as his belt was found by the river just outside the city.

This item was fixed thanks to  and Cromwell.

PARAMÈTRES : 

Capacités d'équipement : 
- Détection/désamorçage des pièges : +10 %
- Pose de pièges : +30 %
- Camouflage dans l'ombre : +10 %
- Furtivité : +10 %
- Multiplicateur d'attaque sournoise : +1

Poids : 2