___________________________
                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                              Icewind Dale II (PC)
                                 Items Listing
                          ___________________________
                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

                               January 17, 2005
                                 Version  2.01

                        Written by:  Dan Simpson
                             Email:  dsimpson.faqs@gmail.com


  If emailing me, use this subject:  Icewind Dale II Items v 2.01

  (Emails that don't use this subject will be deleted, avoid using all CAPS)


                                 Email Policy: (read before emailing me!)
                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻ
          If you see any mistakes, or have anything that you want to add,
          please email me.  I will, of course, give you full credit for
          your addition, and be eternally grateful to you.  Email addresses
          are not posted in the guide, unless you specifically state that
          you want it to be.


                                      Notes
-------------------------------------------------------------------------------
You will find the most up to date version of this FAQ at:

  http://www.gamefaqs.com/

Although I left most of the item descriptions in, I removed redundancies where
I could. For instance, I list the description for the FIRST "Long Sword", but
never again.  Also, many items in IWD2 have "better" versions, these also have
identical descriptions, which aren't listed.  These "better" versions are
generally acquired by playing the game in Heart of Fury mode, NOT by finding
someone to upgrade your sword.

Plot-related items are generally found in "Misc" rather than the category that
they might normally belong to. (Say, an important BOOK was a plot item, it
would most likely be found in Misc)

This FAQ looks best in a fixed-width font, such as Courier New.

This Document is Copyright 2002-2005 by Dan Simpson
Icewind Dale II is Copyright 2002 by Black Isle/Interplay

I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game.  This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it.  You may not charge for, or in any way profit from this FAQ.
-------------------------------------------------------------------------------


===============================================================================
                               Table of Contents
===============================================================================

  Cheating in IWD2

  Items

  Amulets
  Arrows
  Axes
  Bags
  Belts
  Blunt Weapons (Maces, Morningstars, Hammers)
  Bolts
  Books
  Boots
  Bows
  Bracers
  Bullets
  Chain Armor
  Cloaks
  Clubs
  Crossbows
  Daggers
  Darts
  Flails
  Gems
  Halberds
  Helmets
  Instruments
  Leather Armor
  Misc
  Plate Armor
  Potions
  Quarterstaffs
  Rings
  Robes
  Scrolls (non-spell)
  Shields
  Slings
  Spears
  Swords
  Wands

  Spell Scrolls

  Final Words...



===============================================================================
Cheating in IWD2
===============================================================================


  To get Cheating enabled, simply check the "Cheats" box in the Config program
  that first ran when you originally played the game.  You can also find the
  Config program in Start Menu > Black Isle > IWD2.

  Once cheats are active, in game press Ctrl + Tab to display the console 
  window and then you can enter the following codes:

  ctrlaltdelete:explorearea()           Show full map.

  ctrlaltdelete:Hans()                  Teleport party to pointer.

  ctrlaltdelete:SetCurrentXP([number])  Give selected characters indicated EXP.

  ctrlaltdelete:AddGold([number])       Add indicated gold to party total.

  ctrlaltdelete:Midas()                 Add 500 gold to party total.

  ctrlaltdelete:FirstAid()              5 healing potions, 5 antidotes, and
                                        1 Scroll Of Stone To Flesh.

  ctrlaltdelete:CreateItem("xxxxxx")    Creates an item

  ctrlaltdelete:enablecheatkeys()       Activates the Hot Key cheats

  Note:  It doesn't matter if you capitalize the cheats or not.

  Note:  If you are creating an item that can have multiples in one stack, use
         the CreateItem("xxxxxx", num) form.  So to create 300 Summon Cow
         scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300)

         To get the MAXIMUM number of something, use -1 as your quantity.
         This causes an integer overflow, and sends it back to the highest
         number possible (65,535).  Doesn't work with addgold().

  Example:  To create a Boots of Speed ("00boot01"), I would enter in the
            command line:

            ctrlaltdelete:createitem("00boot01")

            To create near-unlimited arrows:

            ctrlaltdelete:createitem("00arow01",-1)

  Hot Keys: (for use with the enablecheatkeys() cheat)

    CTRL+1 -- change the armor of the paper doll (the armor class doesn't
              change)
    CTRL+2 -- fades screen to black
    CTRL+3 -- fades screen to normal
    CTRL+4 -- highlight the background-interactive objects (such as script
              triggers, or anything you can click on for information)
    CTRL+6 -- shapeshift your character into the previous paper doll in list
    CTRL+7 -- shapeshift your character into the next paper doll in list
    CTRL+8 -- highlights the text boxes
    CTRL+9 -- highlight the sprites
    CTRL+A -- do a sprite animation (see CTRL+S)
    CTRL+B -- sets "speed" (speed of WHAT?)
    CTRL+C -- view Chapter Text
    CTRL+D -- display some strange numbers
    CTRL+F -- turn the character
    CTRL+J -- transport onto the position pointed by the cursor
    CTRL+M -- (Then press ENTER) DEBUG DUMP
    CTRL+Q -- Makes the creature at the mouse cursor join the party
    CTRL+R -- heals the party member whose portrait your mouse is currently
              over (doesn't have to be selected)
    CTRL+S -- select a sprite animation
    CTRL+X -- information on position (more)
    CTRL+Y -- hurts/kills person mouse cursor is over


    Caution:  Use Hot Keys at your own risk.  While CTRL-R and CTRL-Y are
              completely safe to use, CTRL-Q is not and might crash your game.



===============================================================================
Items Listing
===============================================================================



  Note:  If you're having trouble telling the difference between the LETTER O
         and the number 0 (zero), try changing the font to one where there is
         a / (slash) through the 0 (zero).  For example, FIXEDSYS will display
         the slash.




===============================================================================
Amulets
===============================================================================


00AMUL01

A necklace is a piece of ornamental metal jewelry usually made of silver, gold,
platinum, or other precious metal, and adorned with gems.  A necklace is always
worn on the neck and can be of any length.
Weight:  1 lb.

00AMUL02
00AMUL03
00AMUL04
00AMUL05
00AMUL06
00AMUL07
00AMUL08
00AMUL09
00AMUL10
00AMUL11


00AMUL12
Necklace of Missiles

This necklace creates a tiny magical bead that will fly unerringly towards its
target. Upon striking the target, the bead will burst into a fiery inferno,
burning anything caught within the blast area.

STATISTICS:

Range:  50 ft
Area of effect:  30 ft radius
Damage:  6d6 (Reflex save for half)
Weight: 1 lb.


00AMUL13
Amulet of Protection +1

Amulets are one the most favored items to enchant by wizards because of their
ability to be worn without interfering with the delicate rituals of spell
casting. This particular amulet has been infused with various magics that are
designed to protect the wearer from harm.

STATISTICS:

Deflection Bonus: +1
Saving Throw Bonus: +1
Weight: 1 lb.


00AMUL14
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'.

STATISTICS:

Spell Power: Can cast the spell Shield
Weight: 1 lb.


00AMUL15
Amulet of Intellect

This amulet has been enchanted to improved the wearers learning capabilities.

STATISTICS:

Intelligence:  +1
Weight: 1 lb.


00AMUL30
Lucky Knucky

This barely recognizable lump of fish bone has been carried as a good luck
charm in Targos for almost twenty years.  The item's history started with the
sailor Young Ned of Lonelywood.  On one of his fishing trips near Targos, his
small boat capsized near the Maer Dualdon shore.  He held onto his prize catch,
an "unbelievably massive" knucklehead trout, despite being charged by a hungry
bear when he reached shore.  The bear snatched the majority of the trout away
from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked
the rest of the way to Targos and kept the head as evidence of his encounter.
Over time, Ned started to attribute his good fortune as a sailor to his "lucky
knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
in a rigged card game.  Ned was bitter over being cheated, but he wasn't
willing to stand up to Marg to get it back.  Marg later used the fish head as
currency to buy supplies as he hastily fled from Targos.  The man who received
the piece of bone held on to it for a few months before handing it off to a
friend at the docks.  In the years that followed up to the current date, Ned's
"lucky knucky" has been traded, won, or sold to over a dozen people in Targos
and, once, in Bremen.

STATISTICS:

Saving Throw Bonus: +1 to all saving throws
Weight: 0 lb.


00AMUL31
Yeti Skin Scarf

This is a scarf that is constructed from the fur of a Yeti.

STATISTICS:

Resistance: 1/- Cold Resistance
Weight: 2 lb.



00AMUL32
Winter Wolf Scarf

This is a scarf that is constructed from the fur of a Winter Wolf.

STATISTICS:

Resistance: 1/- Cold Resistance
Charisma: +1
Weight: 2 lb.



00AMULBT
Belib's Multiple Tool

Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who
believed in covering every angle of his tiny arse before leaving on grand
quests.  He created magical items that literally saturated the gamut of
possible situations that could arise from his high adventures.  These magical
items would have been the envy of all adventurers, had Belib been successful in
leaving his domicile with his equipment.

After many years of creating his incredible inventory of enchanted do-dads,
Belib finally gathered his wares into an immense backpack (naturally, it was
enchanted to carry far more than what would normally fit into a gnome's pack)
and set out to quest for the grandest quests.  Unfortunately for Belib, one of
his tiny feet tripped over his home's threshold and he was summarily crushed
under the enormous weight of his pack.  The backpack burst open and scattered
his enchanted wares all across his front yard.  One would like to think that
passing sentient beings would stop and help the crushed gnome, but the most
that passersby did was loot Belib's goods.

One of Belib's more popular goodies, especially with the vermin that make
stealing and looting a career, was Belib's Multiple Tool.  Disguised as an
ornate amulet, this tool would help make even the most inept rogue a master of
lock picking and trap disarming.  As is usually the case with items that aid in
the thieving arts, Belib's Multiple Tool has found its way into many greased
palms over the years.

STATISTICS:

Special:
 +1 to Open Lock skill
 +1 to Search skill
Weight: 1 lb.


00HFAMBT
Belib's Multiple Tool of Fortune

STATISTICS:

Special:
 Open Lock skill: +2
 Search skill: +2
 Saving Throw Bonus: +1 to all
Weight: 1 lb.



00AMULDS
Druid's Stone

These sand-colored stones were fashioned by druids watching the borders of the
Anauroch Desert.  The druids would often meditate while on their lonely vigils,
and the stones they wore would help them commune with the earth and stones
beneath their feet, telling them of the movements of desert creatures in the
surrounding area.  In times of danger, they could summon the strength of the
earth to their aid, causing their skin to become as hard as stone and giving
them some protection against attacks.

The reason for their vigil was unknown, but the druids vanished mysteriously
over fifty years ago, and no one knows what became of them.  Only their druid
stones remained, and the stones have told no stories.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Stoneskin once per day
Weight: 1 lb.



00HFAMDS
Druid's Stone of Thorns

Versions of these sand-colored stones were fashioned by druids watching the
borders of the Anauroch Desert, but this particular stone was worn by Theon,
who was believed to have organized the Anauroch vigil based on portents he had
received upon the winter winds.  When Atalacyls the Lost eventually crossed the
boundaries of the Anauroch desert, Theon gathered the druids to him and engaged
him in battle on the sands.  Despite the powers of their stones, Atalacyls
defeated them to a man and turned their bodies to sand, then made a small pile
of their druid stones as a warning to others not to follow him on his path.  He
continued his journey westwards until he was found by Old Duke Kholsa Ehld, and
the two of them met in battle over Atalacyls' crimes against the Weeping Queen.

While worn, this stone allows the druid to ask favors of the earth and stones
beneath their feet.  In times of danger, the stone can summon the strength of
the earth to their aid, causing rocky stalactites to erupt from the earth, the
area to blossom with spikes, or the wearer's skin to become as hard as stone
and giving them some protection against attacks.

STATISTICS:

Special:
 Spell Power:  Can cast spell Spike Growth once per day
 Spell Power:  Can cast the spell Stoneskin once per day
 Spell Power:  Can cast the spell Spike Stones once per day
Weight: 1 lb.


00AMULES
Eye of the Storm

In the howling north of Icewind Dale, it can be difficult to steady oneself
before battle... or even keep one's wit when surrounded by foes.  These simple
medallions carry a minor blessing that allows a soldier to achieve a measure of
peace even in the middle of combat, allowing him to steady himself to face the
trials ahead.  These medallions are highly prized by soldiers that deal with
the Uthgardt, especially when trading turns sour, and it seems blood is about
to be shed.

When the goblin horde sacked Bremen, this mysterious item was seized from a
dead merchant by one of the goblin shamans, who could find no use for it.  The
medallion was carried for several leagues until the amulet slipped from the
shaman's possession and was lost amongst the snows, only to resurface here.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Sanctuary twice per day
Weight: 1 lb.


00HFAMES
Calm Before the Storm

Among the many treasures unique to the North, are medallions called the Eyes of
the Storm.  These simple medallions carry a minor blessing that allows a
soldier to achieve a measure of peace even in the middle of combat, allowing
him to steady himself to face the trials ahead.  These medallions are highly
prized by soldiers that deal with the Uthgardt, especially when trading turns
sour, and it seems blood is about to be shed.

This medallion, however, predates them all, carrying additional enchantments
that allow a warrior to keep not only his wits, but his will, when fighting
barbarians, goblins, or worse, creatures of the North that attempt to break a
man's will.  Creatures that attempt to cage the mind of an opponent wearing
this medallion find their best spells and charms simply steam off the wearer's
mind like water off a polar worm's back.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Sanctuary twice per day
 Constant Effect: User under the effects of the spell Mind Blank while equipped
Weight: 1 lb.



00AMULFD
Flame Dance Talisman

Fire can be the bringer of life, or the harvester of death.  With the Flame
Dance Talisman, both scenarios are true.  Crafted by an unknown, yet clever
sorcerer, the Flame Dance Talisman gave its wearer added protection against all
sorts of melee attacks and had the power to launch a fireball once per day at
would-be attackers.

STATISTICS:

Armor Bonus:  +1 (generic)
Special:
 Spell Power:  Can cast the spell Fireball once per day
Weight: 1 lb.


00HFAMFD
Sunfire Talisman

Fire can be the bringer of life, or the harvester of death.  With the Sunfire
Talisman, both scenarios are true.  Crafted by an unknown, yet clever sorcerer,
the Sunfire Talisman gave its wearer added protection against all sorts of
melee attacks and had the power to ignite a sunfire fireball once per day at
surrounding would-be attackers.  In addition, if the would be attackers tried
to turn the tables and attack the sorcerer with their own fire weapons, the
Sunfire Talisman would grant its wearer added resistance to fire.

STATISTICS:

Armor Bonus:  +3 (generic)
Special:
 Spell Power:  Can cast the spell Sunfire once per day
 Resistance: 15/-  Fire Resistance
Weight: 1 lb.



00AMULGC
Gohoin's Charm

The kobold explorer Gohoin wore this lucky charm with him throughout most of
his life.  A rarity among kobolds, Gohoin was both brave and clever.  He worked
to undermine the efforts of the dwarves against his people for twenty years
before being slain in a dwarven rush on his tribe's home settlement.  As luck
would have it, the charm did not fall into the hands of the dwarves, but
bounced away into an underground river.  It was discovered decades later by a
goblin hunter who wore it for the rest of his days.  The nameless goblin is
believed to have died somewhere in the Spine of the World mountains.

STATISTICS:

Deflection Bonus: +3
Regeneration: 1 hit point every 10 rounds while equipped
Weight: 0 lb.


00AMULMP
Mirabel's Pendant

Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of
Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful
bald woman.  The cameo is held in place with an intricate silver frame that is,
in turn, fastened to the neck with a burgundy ribbon choker.  Engraved on the
back of the frame are the Mulhorandi letters for "A.L."

STATISTICS:

Knowedge (Arcana): +3
Weight: 0 lb.


00HFAMMP
Mirabel's Maleficent Pendant

STATISTICS:

Knowledge (Arcana): +3
Spell Power: Can cast the spell Malison 1/Day
Weight: 0 lb.


00AMULSL
Snow Leopard Charm

Shamans of many barbarian clans have long looked upon the snow leopard as one
of the most graceful and swift hunters of the frozen lands.  Many times the
warriors of these clans mimic the movements of the large, white cats during
fierce combat.  In addition, the barbarian shamans would sometimes create
spells that would temporarily imbue the warriors with the dexterity of the snow
leopards.  However, since these spells were temporary, often times the spell
would wear off at inopportune times.

It is said, however, that a group of barbarian shamans once congregated deep
within the Dales to find a way to better harness the swift agility of the snow
leopard.  For nearly a year the shamans remained out of sight from their home
clans, busily focusing their attentions towards the magic of the snow leopard.
Then one day, the shamans returned to their respective clans, each holding a
small necklace made of silver, with a pendant that resembled a snow leopard's
paw.  The shamans gave this pendant to their strongest warrior of each clan.
Once placed around the neck of the warrior, the dexterity of the snow leopard
filled their powerful bodies.  From then on, the Snow Leopard Charm, as it
became known, would become one of the most prized artifacts within barbarian
clans.  Only the mightiest warriors wore the amulet, and it became the goal of
all young warriors to one day be adorned with the Snow Leopard Charm.

STATISTICS:

Special:
 Dexterity: +2 bonus
Weight: 1 lb.


00HFAMSL
Heart of the Snow Leopard Charm

Shamans of many barbarian clans have long looked upon the snow leopard as one
of the most graceful and swift hunters of the frozen lands.  Many times the
warriors of these clans mimic the movements of the large, white cats during
fierce combat.  In addition, the barbarian shamans would sometimes create
spells that would temporarily imbue the warriors with the dexterity of the snow
leopards.  However, since these spells were temporary, often times the spell
would wear off at inopportune times.

It is said, however, that a group of barbarian shamans once congregated deep
within the Dales to find a way to better harness the swift agility of the snow
leopard.  For nearly a year the shamans remained out of sight from their home
clans, busily focusing their attentions towards the magic of the snow leopard.
Then one day, the shamans returned to their respective clans, each holding a
small necklace made of silver, with a pendant that resembled a snow leopard's
paw.  The shamans gave this pendant to their strongest warriors of each clan.
Once placed around the neck of the warrior, the dexterity of the snow leopard
filled their powerful bodies, as well as immunity to the cold that surrounded
the Dales.  From then on, the Heart of the Snow Leopard Charm, as it became
known, would become one of the most prized artifacts within barbarian clans.
Only the mightiest warriors wore the amulet, and it became the goal of all
young warriors to one day be adorned with the Heart of the Snow Leopard Charm.

STATISTICS:

Special:
 Dexterity: +4 bonus
 Resistance: 4/- Cold Resistance
Weight: 1 lb.



00HFAMGC
Gohoin's Secret Charm

The kobold explorer Gohoin wore this lucky charm with him throughout most of 
his life.  A rarity among kobolds, Gohoin was both brave and clever.  He worked 
to undermine the efforts of the dwarves against his people for twenty years 
before being slain in a dwarven rush on his tribe's home settlement.  As luck 
would have it, the charm did not fall into the hands of the dwarves, but 
bounced away into an underground river.  It was discovered decades later by a 
goblin hunter who wore it for the rest of his days.  The nameless goblin is 
believed to have died somewhere in the Spine of the World mountains.

Deflection Bonus: +3
Regeneration: 1 hit point every 10 rounds
Spell Power: Can cast the spell Improved Invisibility 1/Day
Weight: 0 lb.



00HFPNBI
Bile of the Damned

Fearless, ruthless, and reveling in the death and despair of others, the vile
Dreadmaster of Bane spreads his dogma of hate and strife on the land.  Nothing
makes a cleric of Bane happier than if the strife within the land is caused by
one of his disciples.

To help a Dreadmaster of Bane better serve his tyrannical god, a special 
amulet, dipped in the spilled blood of the innocent victims of a Dreadmaster's 
wrath, is (on rare occasions) made.  This elixir, once worn by a Dreadmaster of 
Bane, blesses the evil disciple with increased strength and wisdom to better 
exercise his dark plans.  No one is quite sure, except for very high-level Bane 
clerics, of all the ingredients that go into the Bile of the Damned amulet - 
but those that did find out soon became part of the amulet themselves.

STATISTICS:

Strength: +4
Wisdom: +4
Weight: 1 lb.


00POTNBI
Blood of the Innocent

STATISTICS:

Special:
 Strength: +2
Weight: 1 lb.


11AMULCM
Cleansing Medallion

This circular silver medallion allows a good-aligned priest or paladin to draw
upon the strength of their faith to heal the sick and injured.  It does not
appear to be tied to any faith or religion, but it does radiate an aura of 
well-being and comfort.

STATISTICS:

Spell Power: Casts Cure Light Wounds once per day
Weight: 0 lb.


11HFAMCM
Medallion of Dawn

STATISTICS:

Spell Power: Casts Heal once per day
Regeneration: Regain 1 hit point every 3 combat rounds
Weight: 0 lb.


11BARDWD
Pipes of the Wheezing Dragon

When the venerable (and senile) red dragon Craum Straug wandered into the
logging camp of Hornhollow at the edge of Wood of Sharp Teeth, the residents
(wisely) fled in fear as the dragon began to belch flames, setting the camp on
fire and causing cries of alarm to spread throughout the countryside.  After 
the residents fled, Craum squatted his old bones down upon the blackened 
buildings, grumbling to himself and snorting flames from his nostrils.

A few hours and several miles away, the residents of Hornhollow finally decided
that someone must go negotiate with the dragon and see what it wanted.  When no
volunteers were forthcoming, a lottery was conducted - and the loser, a
traveling ministrel, Aznee Fraystrings, was given the dangerous task of
attempting to deal with the dragon.  Aznee had lived out his welcome in the 
camp many nights previous, and the loggers considered it no great loss if Aznee
gained a new home in the dragon's belly.

Aznee, somewhat absent-minded but of a brave heart, stumbled his way into the
camp, and finally mustered the courage to speak with the dragon.  During the
(now-famous) exchange that followed, Aznee discovered that Craum, who was
somewhat far along in dragon years and in none too good health, was suffering
the draconic equivalent of a bad cough, and his hacking and wheezing masked his
plaintive attempts to try and find someone, anyone, who could help cure his 
fits of coughing.

Seeing a solution, Aznee offered a cure that helped an elderly uncle of his - a
sprig of Maiden's Milk flower, that when crushed and administered in a tea,
helped quell coughing in a matter of minutes.  Some could undoubtably be found
in the forest nearby, Aznee exclaimed, and he set about gathering up several
sprigs and preparing them for the dragon.  After lumping them into a great pot,
he administered the steaming cauldron to the dragon.

It is suspected that either Craug drank the mixture too fast, or else Aznee had
mistaken Bellows Root for Maiden's Milk, but whatever the reason, Craug vomited
the mixture back out a few seconds later, setting fire to several acres of the
wood and torching poor Aznee where he stood.  After this vomitus belch, Craug
ran wild for almost an hour, trying to spit out the remainder of the 
concoction. At the end of his rampage, the venerable red dragon fell over dead, 
the sudden flurry of activity more than his old bones could stand.

When the loggers came to break down the dragon a day later, they discovered 
that Craum's bones still carried echoes of his coughing fits, and his entire 
skeleton creaked and wheezed, even after death.  They struck a deal with a 
local mage, who bought the dragon's bones and fashioned a series of musical 
instruments with them, dubbed the "Pipes of the Wheezing Dragon."  These yellow 
bone pipes are famous throughout the Realms and, when used by a bard, they can 
be used to spit bursts of flames at opponents.  Unfortunately, even when not in 
use, the pipes tend to creak and wheeze, attracting the attention of anyone 
nearby and making attempts at stealth and pick pocketing useless.

A thin cord made of dragon gut is strung through the pipes, so they can be worn
around the neck and can be easily played when danger threatens.  The cord looks
charred, as if it was burned recently, and is surprisingly tough.

STATISTICS:

Special:
  Can cast Burning Hands 3/Day
  Can cast Agannazar's Scorcher 1/Day
  Pick Pocket skill: -3
  Move Silently skill: -3
  Hide skill: -3
Weight: 1 lb.


11HFBDWD
Craum Straug's Pipes

STATISTICS:

Special:
  Can cast Fireball 3/Day
  Can cast Delayed Blast Fireball 1/Day
  Pick Pocket skill:  -3
  Move Silently skill:  -3
  Hide skill: -3
Weight: 1 lb.



11HFAMLK
Young Ned's Knucky

This barely recognizable lump of fish bone has been carried as good luck charm
in Targos for almost twenty years.  The item's history started with the sailor
Young Ned of Lonelywood.  On one of his fishing trips near Targos, his small
boat capsized near the Maer Dualdon shore.  He held onto his prize catch, an
"unbelievably massive" knucklehead trout, despite being charged by a hungry 
bear when he reached shore.  The bear snatched the majority of the trout away 
from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked 
the rest of the way to Targos and kept the head as evidence of his encounter.  
Over time, Ned started to attribute his good fortune as a sailor to his "lucky
knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
in a rigged card game.  Ned was bitter over being cheated, but he wasn't 
willing to stand up to Marg to get it back.  Marg later used the fish head as 
currency to buy supplies as he hastily fled from Targos.  The man who received 
the piece of bone held on to it for a few months before handing it off to a 
friend at the docks.  In the years that followed up to the current date, Ned's 
"lucky knucky" has been traded, won, or sold to over a dozen people in Targos 
and, once, in Bremen.

STATISTICS:

Luck: +2
Saving Throw Bonus: +2 to all saving throws
Weight: 0 lb.



12AMULHC
Houndstooth Collar

This filthy enchanted collar was stripped from the neck of Vghotan's dead worg
and bears the crude marks of goblin sorcery.  When worn around the neck, the
wearer gains the ability to call upon the strength and ferocity of a worg,
turning his hands into claws and raking opponents for
tremendous damage.

STATISTICS:

Wearer Immune to Panic and Fear
Spell Power: Can cast the spell Beast Claw 1/Day.
Weight: 0 lb.


12HFAMHC
Vghotan's Band

STATISTICS:

Strength:  +1
Constant Effect: User is under effect of the spell Freedom of Movement while
equipped
Wearer Immune to Panic and Fear
Spell Power: Can cast the spell Beast Claw 1/Day.
Weight: 0 lb.


53AMULHD
House of Despana Insignia

This small obsidian and adamantite amulet has a metal hoop near the top through
which a purple and pink ribbon passes.  The raised surface of the amulet
features the arrow and hexagon glyph of House Despana.  Malavon Despana crafted
the amulet for his brother, Ilmryn.  Legends state that when Malavon and his
allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face
his brother, then the Weapons Master of House Despana, in a pitched battle.
Just as Ilmryn gained the upper hand, Malavon uttered a secret word that
invoked an unknown power within the amulet.  Ilmryn was surrounded by a magical 
barrier that protected him from harm.  Since it was ostensibly a beneficial 
magical effect, Ilmryn's natural magic resistance did not help him resist the 
amulet's power.  When the Weapons Master emerged from the protective sphere, he 
found himself face to face with over a dozen of the most powerful tanar'ri he 
had ever seen.  He died screaming, cursing his brother's name.

STATISTICS:

Spell Power: Can cast Blur 1/Day
Spell Power: Can cast Melf's Acid Arrow 1/Day
Spell Power: Can cast Otiluke's Resilient Sphere 1/Day
Weight: 1 lb.


53AMULBS
Incandescent Blue Ioun Stone

This magical stone was crafted long ago somewhere beyond the astral plane,
though its exact age is hard to discern.  The stone was made by a githzerai
craftsman named Bashenee for a great monk of the githzerai race.  This unnamed
monk died in battle with githyanki foes and the stone drifted among their race
for years.  Somehow, the stone eventually was given to Oinchack'olp, a mind
flayer, who kept it as his prized possession.

STATISTICS:

Wisdom: +2
Weight: 1 lb.



===============================================================================
Arrows
===============================================================================


00AROW01
Arrows

Arrows are long straight wooden shafts that measure between 30 to 40 inches in
length with feathers located at the rear of the arrow and a pointed tip at the
front. Normally, arrows are launched from a bow of some sort.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Bow



00AROW02
Masterwork Arrows

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Bow



00AROW03
Arrows +1

These arrows were enhanced through magical means when they were created.  They
appear slightly straighter than the average arrow, almost alive as they
effortlessly leave your bow and streak towards their target with deadly
accuracy.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow



00AROW04
Arrow +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW05
Corrosive Arrows +1

This arrow is coated in acid so that when it strikes an enemy, it will not only
pierce its flesh but also begin to eat away at the wound, enlarging and
deepening its severity.

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:  1d6 acid damage
Weight: 0 lb.
Launcher:  Bow



00AROW06
Arrow of Biting

The arrow of biting was designed as a deadly compliment to the archer.  With
the barbed arrow tip coated in a nasty poison that will infiltrate the
bloodstream of its victims causing agony and often times, death.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Venom: +2 points of poison damage every second for 24 seconds, Fortitude save
for none
Weight: 0 lb.
Launcher:  Bow



00AROW07
Arrows of Dispelling

The arrow of dispelling will remove the magical enchantments that its victim is
surrounded by.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:  Dispel Magic effecting target
Weight: 0 lb.
Launcher:  Bow



00AROW08
Arrow of Flame +1

The arrow of fire is a magical arrow that will burst into flames as it is fired
at an enemy.  The effect is similar to an arrow doused in oil and set to flame.

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:  1d6 fire damage
Weight: 0 lb.
Launcher:  Bow



00AROW09
Frost Arrows +1

The arrow of ice is magically enhanced so as to burst into a rolling ball of
ice and cold when fired.  When the arrow strikes its victim, a shock of cold
will travel through its body, both burning and numbing to the very core.

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Frost: +1d6 cold damage
Weight: 0 lb.
Launcher:  Bow



00AROW10
Arrows of Piercing

The arrow of piercing is long and thin, imbued with magical properties that
allow it to 'push' itself through armor, striking out towards the heart of the
victim.

STATISTICS:

Damage:  1d6
Attack Bonus:  +4
Enchantment:  +3
Damage Type:  Missile (piercing)
Special:  +6 physical (piercing) damage (Fortitude save for none)
Weight: 0 lb.
Launcher:  Bow


00AROW14
Holdfast Arrows
Employed almost exclusively by Eldathyn rangers in the western heartlands of
Faerun, Holdfast Arrows are prized for their ability to subdue a target with
little harm.  The arrows are commonly used on rampaging animals but are quite
effective against malicious humanoids.  They are typically adorned with blue 
and green ribbons and flowers to show that they were created by the 
peacekeepers of Eldath.  This makes them somewhat less effective in combat.

STATISTICS:

Damage:  1d6 - 1
Attack Bonus:  -1 penalty
Damage Type:  Missile (piercing)
Special:  Entangle effect on the target for four rounds
Weight:  0 lb.
Launcher:  Bow


00AROW85
Arrows of Disruption +2

STATISTICS:

Damage:  1d6  +2
Attack Bonus:  +2
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Disruption: 50% chance all undead and outsiders hit by weapon must make a
Fortitude save or be destroyed
Weight: 0 lb.
Launcher:  Bow


00AROW86
Returning Poison Tipped Arrow

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Returning: Returns to user
Weight: 0 lb.
Launcher:  Bow


00AROW87
Keen Arrows

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Keen: Increased chance of scoring a critical hit on target
Weight: 0 lb.
Launcher:  Bow


00AROW88
Stunning Arrows +1

STATISTICS:

Damage:  1d6  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save 
  to resist)
Weight: 0 lb.
Launcher:  Bow


00AROW89
Sure Strike Arrows

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
  of hitting creatures that require magical weapons to hit
Weight: 0 lb.
Launcher:  Bow


00AROW90
Arrows of Lesser Dispelling

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Dispelling: 25% chance Dispel Magic on target (Will save to resist)
Weight: 0 lb.
Launcher:  Bow


00AROW91
Everlast Arrow

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Returning: Arrow returns to user
  Note: Other than the ability to return to its user the arrow has no other
magical properties.
Weight:  0 lb.
Launcher:  Bow


00AROW92
Arrows +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW93
Arrows +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW94
Arrows +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW95
Impact Arrows +1

Besides its superb craftsmanship, tiny runes of power can be seen etched all
along the surface. It's obvious a lot of time and effort went into its creation
and although not apparent at first, a slight blue glow can be seen emanating
from the runes.

STATISTICS:

Damage:  1d6  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Crushing: +1d6 bludgeoning damage
Weight:  0 lb.
Launcher:  Bow


00AROW96
Hunting Arrows

These arrows have been fitted with a specially designed arrowhead. This type of
arrow is made in such a way that when an animal is struck, the arrow will slice
and widen the wound with each additional movement. This usually causes massive
bleeding making it easier for the hunter to track the wounded animal.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight:  0 lb.
Launcher:  Bow


00AROW97
Target Arrows

These are extremely well-made arrows. Crafted by the finest fletchers for the
purpose of competing in tournaments. Arrows of this type are designed for 
longer flight and increased accuracy. Unfortunately, they lack any kind of 
ability to pentrate armor or thick hides.

STATISTICS:

Damage:  1d4
Attack Bonus: +2
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Bow


00AROW98
Stunning Arrows +1

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Stunning: target is Stunned for 2 combat round (Fortitude save to resist)
Weight: 0 lb.
Launcher:  Bow


00AROW99
Sparking Arrows +1

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Shock: +1d6 electrical damage
Weight: 0 lb.
Launcher:  Bow


00CWARWB
Arrow of Flame +1

The arrow of fire is a magical arrow that will burst into flames as it is fired
at an enemy.  The effect is similar to an arrow doused in oil and set to flame.

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:  1d6 fire damage
Weight: 0 lb.
Launcher:  Bow



00CWARWE
Arrows +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00CWARWF
Arrow +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00CWARWG
Arrows +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow



===============================================================================
Axes
===============================================================================


00AX1H01
Battleaxe

The most common version of the battleaxe is a stout pole about four feet in
length with a single-edged, trumpet-shaped blade mounted on one end.  
Battleaxes are also called broad axes.

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H02
Masterwork Battleaxe

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H03
Battleaxe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H04
Battleaxe +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H05
Throwing Axe

The handaxe or throwing axe is also known as a hatchet.  The axe blade has a
sharp steel tip, counterbalanced by a pointed fluke.  The short handle has a
point on the bottom and the head may have a spike on the top.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type:  Melee (slashing)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H06
Returning 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:

Damage:  1d6  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type (melee):  Slashing
Damage Type (thrown):  Missile (piercing)
Special:
  Returning: Returns to user's hand once thrown
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H11
Handaxe

The handaxe is basically a smaller version of the battleaxe. With a smaller,
lighter head and a shortened shaft, the handaxe can be wielded with deadly 
speed and accuracy. Although it can be wielded as a primary weapon, its lighter 
size makes it an ideal secondary or off-handed weapon.

STATISTICS:

Damage:  1d6
Damage Type:  Slashing
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H12
Masterwork Handaxe

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Slashing
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H72
Returning Acid Axe

The handaxe or throwing axe is also known as a hatchet.  The axe blade has a
sharp steel tip, counterbalanced by a pointed fluke.  The short handle has a
point on the bottom and the head may have a spike on the top. Runes of power
have been etched into the blade to further enhance it.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Enchantment:  +5
Special:
  Returning: Returns to user
  Corrosion: 50% chance +1d6 acid damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of
hitting creatures that require magical weapons to hit
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H73
Throwing Axe of Disruption +1

STATISTICS:

Damage:  1d6 +1
Attack Bonus: +1
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Returning: Returns to owner
  Disruption: 50% chance of disruption.  All undead and outsiders hit by weapon
must make a Fortitude save or be destroyed
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H74
Keen Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Keen: Increases chance of scoring a critical hit
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H75
Mage Killer Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Returning: Returns to user
  Dispelling: 25% chance Dispel Magic on target (Will save to resist)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H76
Returning Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type: Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Returning: Returns to user
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H77
Throwing Axe +1

STATISTICS:

Damage:  1d6  +1
Attack bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H78
Keen Axe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Keen: Increases chance of scoring a critical hit
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H79
Ice Axe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Frost: 50% chance +1d6 cold damage
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H80
Corrosive Axe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Corrosion: 50% chance +1d6 acid damage
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H81
Axe of Displacement

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Spell Power: Can cast the spell Blur 1/day
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H82
Axe of Wounding

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H83
Battleaxe of Decay +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage type:  Slashing
Special:
  Venom: +8 points of poison damage per second for 6 seconds (Fortitude save 
   for none)
  Keen: Increases chance of scoring a critical hit
  Chaotic: +2d6 damage against lawful creatures
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H84
Battleaxe of Celerity

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Enchantment:  +5
Special:
  Speed: +3 attacks per combat round
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H85
Winter Axe +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage
  Charisma: +1
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H86
Battleaxe of Disruption +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Disruption: All undead and outsiders hit by weapon must make a Fortitude save
or be destroyed
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H87
Battleaxe of Fiery Defense +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage
  Deflection Bonus: +3
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H88
Battleaxe of Precision +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Slashing: +1d6 slashing damage
  Keen: Increases chance of scoring a critical hit
  Strength: +2
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H89
Throwing Axe of Shocking Burst

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type:  Melee (slashing)
Enchantment:  +5
Special:
  Returning: Returns to user's hand once thrown
  Shocking Burst:  +1d6 electrical damage and 10% chance of +1d10 extra
electrical damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of
hitting creatures that require magical weapons to hit
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H90
Handaxe of Expertise +1

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +5
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H91
Battleaxe +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H92
Battleaxe +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
DamageType:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H93
Battleaxe +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H94
Battleaxe of Focus

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +5
Damage Type:  Slashing
Special:
  Brilliant Energy: All attacks ignore targets Armor and Shield bonuses
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H95
Battleaxe of Burning

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +5
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Flame:
    50% chance +1d6 fire damage
    30% chance +2d6 fire damage
    15% chance +3d6 fire damage
      5% chance +5d6 fire damage
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H96
Masterwork Throwing Axe

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Damage Type: Missile (piercing)
Damage Type: Melee (slashing)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H97
Battleaxe of the Defender +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Armor Bonus: +3 (Deflection)
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H98
Mystical Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Enchantment:  +5
Special:
  Returning: Returns to user's hand once thrown
  Shocking Burst:  +1d6 electrical damage and 10% chance of +1d10 extra
   electrical damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H99
Battleaxe of Speed

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
 Speed: 1 extra attack per combat round
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HAS
Axe of the Souls

The origins of this axe have long been forgotten because every previous owner
eventually went insane. This axe has the ability to peer into the very recesses
of ones mind as well as that of his enemies. Not only must the user defeat an
enemy with brawn, but he must also match wits with the enemy at the same time.
Whoever wins this test of wills is rewarded with the life energy of the other.
Lose enough times and insanity will soon follow.

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special:
 Cursed: This item requires a Remove Curse spell to be unequipped
 Willpower: +1 bonus
 Vampiric: +1d4 hit points drained from target and temporarily added to wielder
  (Fortitude save for none)
 Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP,
  hit points hidden for the duration of the insanity
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HBA
Balance

Most weapons are a balance of power and accuracy. The more powerful the weapon,
the less accurate and harder it is to wield and vice versa.  This weapon allows
the user to customize this balance with a mere thought.

STATISTICS:

Enchantment:  +3
Special: Balance
 Damage:  1d8  +3
 Attack Bonus:  +3

Special: Power
 Damage:  1d8 + 6

Special: Accuracy
 Damage:  1d8
 Attack Bonus: +6

Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HCK
Cloudkiss

The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that 
he spent his entire life studying various blacksmithing techniques in 
preparation for creating this axe. Thirty days and thirty nights, Magmar
secluded himself in his shop with only the steady ringing of his hammer and the 
deafening roar of the furnace as company. On the thirtieth night Magmar 
completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored 
that although the utmost respect was offered by his fellow smiths during his 
funeral, titters of laughter could be heard behind muffled, closely held 
conversations. It seems that Magmar's final work was not the great work 
everyone was expecting, in fact it was rather plain and hardly worthy of a
Dwarven forged weapon let alone one forged by a master smith.

For many years this long forgotten weapon hung upon the walls of Clan 
Ironsmelt, until one fateful day a horde of goblins invaded. In the final 
moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation 
from its purchase and flung it at the approaching horde. To his surprise, 
Cloudkiss transformed into a lightning bolt and surged thru the throngs of 
goblins with deadly accuracy. As fast as he could throw the axe it would 
return, leaving smoldering corpses wherever it traveled. By any rights this 
should have been a tale of legend, but with any legend there has to be 
survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along 
with that unnamed dwarf.

STATISTICS:

Thrown:

Damage:  1d6  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Electrical
Special:
  Returning: Returns to user
  Lightning: Inflicts electrical damage to all objects in path of electrical
bolt

Melee:

Damage:  1d6  +3
Attack Bonus:  +3
Damage Type: Slashing
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXCK
Stormshifter

STATISTICS:

Thrown:

Damage:  2d6
Damage Type:  Electrical
Enchantment:  +5
Special:
  Returning: Returns to user
  Ball Lightning: Inflicts electrical damage to all objects within a 5' radius

Melee:

Damage:  1d6 +5
Attack Bonus: +5
Damage Type: Slashing
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HSC
Screamer

The origin of this weapon is unknown, but it is believed to be the result of
some sort of joke.  Screamer appears to be a normal throwing axe.  However, 
once it is released from the hand it actually emits a high piercing "scream" as 
it travels towards its target. Upon a successful hit, the target will take
additional sonic damage.

Screamer is not a subtle weapon and should never be considered for any kind of
stealthy endeavors.  The one benefit of Screamer is that it confers immunity to
silence spells upon its wielder.

STATISTICS:

Damage: 1d6   +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type (melee):  Slashing
Damage Type (thrown):  Missile (piercing)
Special:
  Slashing:  50% chance of +1d6 Slashing damage
  Spellward: Immunity to silence spells
  Returning: Returns to wielder
Weight: 1 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXSC
Screaming Axe

STATISTICS:

Damage: 1d6 + 5
Attack Bonus: +5
Enchantment:  +5
Damage Type (melee):  Slashing
Damage Type (thrown):  Missile (piercing)
Special:
  Slashing: +3d6 Slashing damage
  Spellward: Immunity to silence spells
  Returning: Returns to weilder
Weight: 1 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HSP
00HFAXSP
Spiritcaller

Death's Ally was originally crafted as a gift for a dwarven general.  The
weapon was given the ability to heal wounds and raise fallen soldiers on the
field of battle.  Unfortunately the axe fell into the hands of the drow after
an unsuccessful skirmish near the underdark.

It is unknown what was done to warp the magic of the axe, but it is not the
weapon it once was.  The axe can now be used to cause wounds three times per
day, and summon spirits of the dead once per day.

STATISTICS:

Damage: 1d8   +2
Attack Bonus:  +2
Enchantment:  +2
DamageType: Slashing
Special:
  Spell Power: Can cast the spell Inflict Critical Wounds 3/day
  Spell Power: Can cast the spell Shadow Conjuration 1/day.
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1HTA
Training Axe

Axes of this kind were often mass-produced for the sole purpose of training
soldiers. They were often times so shoddily made that after a year of use they
would have to be melted down and reforged. Tired of paying exorbitant prices to
reforge these weapons every year, Count Va' Suyen decided to hire a wizard to
cast minor enchantments on all his training weapons to make them more durable
and suitable for training. This particular axe carries two such enchantments.
The first hardens the axe so that any normal combat would not damage it. The
second enchantment dulls the edge of the axe so that his men would not be hurt
while training.

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX2H01
Greataxe

This mighty weapon consists of a haft several feet long, topped with a heavy
blade.  The axe may be double-bitted, with blades on both sides of the haft, or
it may only have a single blade.  It is an unwieldy weapon, but a skilled
warrior can strike blows of tremendous strength with it.

STATISTICS:

Damage:  1d12
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed



00AX2H85
Holy Greataxe of Justice +5

This mighty weapon consists of a four to five foot haft with a very heavy 
blade. The axe may be double-bitted, with blades on both sides of the haft, or 
it may only have a single blade.  It is an unwieldy weapon, but a skilled 
warrior can strike blows of tremendous strength with it. Dwarven runes have 
been etched into the giant blade to further enhance the axe.

STATISTICS:

Damage:  1d12 +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Spell Process: Target is under the effects of the spell Blindness (Fortitude
   save negates)
  Holy: +2d6 damage against evil creatures
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H86
Greataxe of Ice +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Frost Burst:  +2d6 cold damage and 10% chance of +2d10 extra cold damage
  Resistance: 5/- Cold Resistance
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H87
Greataxe of Blurred Visions +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Spell Process: While equipped, user is under the effects of the spell Blur
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H88
Greataxe +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H89
Greataxe +4

STATISTICS:

Damage:  1d12 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H90
Greataxe +3

STATISTICS:

Damage:  1d12 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight:  10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H91
Greataxe +2

STATISTICS:

Damage:  1d12 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Weight:  10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H92
Greataxe +1

STATISTICS:

Damage:  1d12 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H93
Greataxe of Digestion +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Corrosive Burst:  +2d6 acid damage and 10% chance of +2d10 extra acid damage
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H94
Massive Greataxe of Flame +5

STATISTICS:

Damage:  2d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
   Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
Weight:  30 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed
Minimum Strength of 18 Required


00AX2H95
Greataxe of Might +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
 Strength: +1
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H96
Greataxe of Cleaving +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Slashing: +2d6 slashing damage
Weight:  10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H97
Masterwork Greataxe

STATISTICS:

Damage:  1d12
Attack Bonus: +1
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed



00AX2H98
Greataxe of Elemental Bursts

STATISTICS:

Damage:  1d12
Damage Type:  Slashing
Special:
  Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
  Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
  Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra
   electrical damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed
Minimum Strength of 18 required


00AX2H99
Greataxe of Vampiric Flame

STATISTICS:

Damage:  1d12
Damage Type:  Slashing
Enchantment:  +5
Special:
  Flaming Burst:  +2d6 fire damage and 10% chance of +1d10 extra fire damage
  Vampiric: 1d4 hit points drained from target and temporarily added to wielder
   (Fortitude save for none)
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight:  20 lb
Required Feat:  Martial Weapon, Axe
Type:  Two-handed
Minimum Strength of 18 Required


00AX2HBB
Backblighter

Backblighter is a weapon of incredible manufacturing techniques.  The double
bearded blade is crafted of the finest steel with a mithril edge.  The shaft is
hollowed oak with a reinforced steel center.  Along the shaft are a series of
glowing dwarven runes cast in gold.  The weapon is light, fast, and deadly.

The weapon was also crafted with two special enchantments.  On a successful 
hit, there is a chance that Backblighter will cast a fear and a slow spell upon 
the target, causing them to turn their back and slowly flee.  This allows
devastating attacks from an opponent's rear, thus the weapons name.

Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep.

STATISTICS:

Damage: 1d10 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Slashing
Special:
  Spell Process: 50% chance target succumbs to Fear (Will save)
  Spell Process: 50% chance target is Slowed (Will save)
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2HBD
Big Death

The gargantuan throwing axe known as Big Death is an orcish weapon through and
through.  Carried to the final battle of the Hand of Seldarine by the hulking
orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an
ogre mercenary's two-handed battle-axe.  After a particular vicious raid on a
dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead
dwarven marshal.  It seems that an ogre mercenary had impaled himself upon the
marshal's spear in a careless charge, but his last act had been to nearly 
cleave his killer's head in twain and, in trying to wrench the axe free for a 
second blow, shattering the haft before expiring in a bloody heap.

Prying the huge, black cold-iron blade from the base of the dwarf's skull,
Grubrun returned to his fortress at Nab-Nurog and had his shaman set to
enchanting it.  Not having considered fixing the shaft and finding it too heavy
and awkward to use in melee, Grubrun deigned to use the weapon as a throwing 
axe and demanded that it be ensorcelled to return to his hands after being 
hurled. The warlord found great delight in heaving the enormous weapon about, 
roaring with glee as Big Death came careening back to him, gleaming and 
gore-spattered, after lopping some poor enemy in two at the waist.

Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he
threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the
flying weapon, darted forward, and ran her own blade through the empty-handed
orc's belly.  Kaylessa was said to have then coolly ducked as Grubrun's own axe
came whirling back at him and cleanly severed his head, rotten yellow tusks and
all.

Big Death is an especially large axe - almost ridiculously so - and is only
identifiable as a throwing weapon because its short haft and the manner in 
which it's weighted.  In fact, the axe is so massive that it cannot be thrown 
with a single hand, requiring the wielder to grip it with both hands and hurl 
it sidelong with the strength of their entire body.

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Doom-Edged: 1d6 additional slashing damage
  Returning: returns to wielder's hand after being thrown
Weight: 10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00HFAXBD
Big Black Flying-Death

STATISTICS:

Damage:  1d10 + 3
Attack Bonus : +3
Enchantment:  +3
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Doom-Edged: 1d10 additional slashing damage
  Returning: returns to wielder's hand after being thrown
Weight: 10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2HWT
Widow-Through

Black Donald was a grim man with a twisted sense of humor.  Though not quite
malicious, he had little regard for human life.  When his adventuring band,
Winnowing Drake Company, asked him to fell an opponent, he did so without
question.  In addition to his wiry brawn and even temper, Donald was known for
his fastidious care of his weapons and armor.  He kept his great axe keen and
shining at all times.  When he waded into battle, crimson blood flew out in all
directions from the gleaming blade.  Donald's halfling friend, Tim Rootfield,
commented that the axe was so sharp that it would make widows out of half the
wives in Faerun.  Black Donald smiled at the halfling and said that his blade
was sharp enough to cut through the husband and back to village to get the wife
on the follow-through.

STATISTICS:

Damage:  1d12 + 1
Attack Bonus:  +1
Enchantment:  +1
Special:
  Keen: Increases chance of scoring a critical hit
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00HFAXWT
Grim Widow-Through

STATISTICS:

Damage: 1d12 + 3
Attack Bonus:  +3
Enchantment:  +3
  Keen: Increases chance of scoring a critical hit
  Chaotic: +2d6 damage against lawful creatures
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00CWAXEB
Masterwork Battleaxe

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00CWAXEC
Battleaxe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXAS
Soul Stealer

The origins of this axe have long been forgotten because every previous owner
eventually went insane. This axe has the ability to peer into the very recesses
of ones mind as well as that of his enemies. Not only must the user defeat an
enemy with brawn, but he must also match wits with the enemy at the same time.
Whoever wins this test of wills is rewarded with the life energy of the other.
Lose enough times and insanity will soon follow.

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
 Cursed: This item requires a Remove Curse spell to be unequipped
 Willpower: +3 bonus
 Speed: +1 additional attack per combat round
 Vampiric: +1d4 hit points drained from target and temporarily added to wielder
  (Fortitude save for none)
 Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP,
hit points hidden for the duration of the insanity
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXBA
Scales of Balance

Most weapons are a balance of power and accuracy. The more powerful the weapon,
the less accurate and harder it is to wield and vice versa. This weapon allows
the user to customize this balance with a mere thought.

STATISTICS:

Enchantment:  +5
Special: Balance
 Damage:  1d8 + 5
 Attack Bonus:  +5
 Dispelling: 25% chance Dispel Magic on target (Will save)

Special: Power
 Damage:  1d8 + 10
  Wounding: Inflicts 2 additional points of damage per round for 10 rounds
(Fortitude negates)

Special: Accuracy
 Damage:  1d8
 Attack Bonus: +10
 Keen: Increases chance of a critical hit

Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXBB
Cowards Flight

Cowards Flight is a weapon of incredible manufacturing techniques.  The double
bearded blade is crafted of the finest steel with a mithril edge.  The shaft is
hollowed oak with a reinforced steel center.  Along the shaft are a series of
glowing dwarven runes cast in gold.  The weapon is light, fast, and deadly.

The weapon was also crafted with two special enchantments.  On a successful 
hit, there is a chance that Cowards Flight will cast a fear and a slow spell 
upon the target, causing them to turn their back and slowly flee.  This allows
devastating attacks from an opponent's rear, thus the weapons name.

Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep.

STATISTICS:

Damage: 1d10 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type: Slashing
Special:
  Spell Process: 50% chance target succumbs to Fear
  Spell Process: 50% chance target is Slowed
  Keen: Increases chance of scoring a critical hit
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


11AX1HHO
Haft Over Head

There is little doubt that Dullcobble Tweed was the worst carpenter in the
history of the profession, and an even worse weaponsmith, but his continual
boasts of his great skill and insight eventually caused his fellows to challenge
him to make a throwing axe worthy of his boastful claims.  Dullcobble, realizing
he had to back his proud words, agreed heartily... but inside, he was struck
with fear that he would fail the test.

Dullcobble made several attempts to fashion a chopping axe, most of them ending
up as cordwood next to his fireplace.  In the day before his challenge was to be
called due, his only surviving weapon was a lop-sided axe whose haft was widely
overbalanced. Realizing that displaying such a weapon would make him the
laughing stock of the community, Dullcobble hired a wild mage to take his
misshapen axe and turn it into a serviceable weapon.  The mage shrugged, took
his payment, and promised the axe to Dullcobble on the dawn of the next day.
When Dullcobble woke up in the morning, the misshapen axe lay on his doorstep,
unchanged, and he had no choice but to take the axe to his challengers... and
take his chances.

When Dullcobble brought it into the town's meeting hall, the axe's appearance
was greeted with derision and laughter.  Dullcobble, his face burning, became so
angry he threw it at his tormenters - and watched as the haft traveled over the
blade's head to smash into a pillar and shatter it, causing the roof to
collapse.  Dullcobble, slack-jawed with surprise, was knocked unconscious by a
falling timber, but the other challengers made it outside without injury.

Dullcobble's blow to the head was a serious one, and it turned him into the
village idiot - not much of a change from his previous lifestyle.  The axe
itself was tossed upon a merchant cart headed north, and it was never seen
again.  Whatever the enchantments the wild mage scrawled on the axe did, it
causes the haft to be the first to strike an opponent, doing crushing damage
instead of slashing damage.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Melee (bludgeoning)
Damage Type:  Missile (bludgeoning)
Special:
  Returning: Returns to wielder
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


11HFAXHO
Dullcobble's Axe

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Melee (bludgeoning)
Damage Type:  Missile (bludgeoning)
Special:
  Returning: Returns to wielder
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



11AX1HKS
Kegsplitter

This worn-looking axe heralds from Shaengarne Ford, a small logging village to
the southwest of Targos that borders the Shaengarne River.  Although a 
fearsome-looking weapon, the axe looks like it was intended more for splitting 
kegs and chopping wood than for use in actual combat, and it looks like it has 
seen a healthy amount of use felling trees.

Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for
foodstuffs and supplies to last Shaengarne Ford through the season.  While the
axe's great size and weight make it slower than a conventional hand-axe, minor
wounding and ever-sharp enchantments have been carved into the haft of the axe,
allowing it to split kegs and goblins with ease.

STATISTICS:

Damage:  1d8 + 1
Damage Type:  Slashing
Special:
  +2 Damage vs. Constructs
  Slays Kegs
Weight: 9 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


11HFAXKS
Kegsplitter of Shaengarne Ford

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Strength: +1
  Slays Constructs
  Slays Kegs
Weight: 9 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


11AX2HEW
The Executioner's Wife

In the filthy port town of Luskan, executions are a daily occurrence and a
welcome relief from the monotony of town life.  This greataxe was the only
possession of the town executioner, who was reported to never let the blade
leave his side, giving it the name of the "Executioner's Wife."  As the years
passed, however, the town executioner eventually found a willing mistress in 
one of the town's brothels who seemed untroubled by his profession, and he paid 
her numerous visits over the following months.  When the town authorities came 
to arrest the harlot (who was actually an accomplished thief) for thefts within 
the city walls, they found the city executioner in her bed and the woman 
nowhere to be found.  The executioner was implicated in her escape, and his own 
axe was used to behead him in the town square.  The execution had a record 
turnout, and many agreed that the "executioner's wife" had had her final say on 
his adultery.

Damage:  1d12 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


11HFAXEW
Tale of the Executioner's Wife

Damage:  1d12 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed



41AX1HAI
Aurilian Ice Axe

This appears to be a normal handaxe but is made completely from ice.  It bears
the snowflake-in-lozenge symbol of Auril.

STATISTICS:

Damage:  1d8
Damage Type:  cold
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


51AX1HDF
Duergar-Forged Axe

Duergar master artisans forged this axe of dull gray steel.  Its balance is so
perfect and its exceptionally sharp blade so well-wrought that magic was surely
used in its making.

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Special:
  Keen: Increases chance of scoring a critical hit
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


51HFAXDF
Duergar-Forged Doom Axe

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Special:
  Keen: Increases chance of scoring a critical hit
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


ZZH6AX
The Giant Cleaver

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as +5 for the purposes of hitting creatures
   that require magical weapons to hit
  Bane: +2 Attack Bonus vs Giants and +2d6+2 damage vs Giants
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


ZZI6HFSC
Mighty Scalecleaver

This thin-bladed battleaxe holds a notched but wicked edge.  Thousands of years
old, the weapon was crafted for use in battles against the throngs of yuan-ti
that sought to dominate the world.  The styling of the blade is quite different
from the axes found in dwarven halls and barbarian hands throughout the north.
Throughout its long history, the weapon has killed hundreds of yuan-ti while in
the possession of many brave warriors.  When the yuan-ti finally had a chance 
to take the blade from their human adversaries, they seized the opportunity.

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Special:
  Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti
Damage type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


ZZI6SC
Scalecleaver

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Special:
  Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



===============================================================================
Bags
===============================================================================



There are a lot of different codes for bags.  For instance, both 00GBAG05 and
00GBGA05 will produce the same bag.  (That is, if you use both codes, they'll
open into the same bag)  However, both gem bags and potion bags still have 20
different codes that produce entirely different bags.  Why they allow the "BAG"
and "BGA" codes at the same time (when they're the same exact thing) is beyond
me.


00HBAG01 or 00HBGA01
00HBGB01
Bag of Holding

00GBAG01 or 00GBGA01
00GBAG02
00GBAG03
00GBAG04
00GBAG05
00GBAG06
00GBAG07
00GBAG08
00GBAG09
00GBAG10
00GBGB01
00GBGB02
00GBGB03
00GBGB04
00GBGB05
00GBGB06
00GBGB07
00GBGB08
00GBGB09
00GBGB10
Gem Bag

00HBAG02 or 00HBGA02
00HBGB02
Mercenary's Sack

00PBAG01 or 00PBGA01
00PBAG02
00PBAG03
00PBAG04
00PBAG05
00PBAG06
00PBAG07
00PBAG08
00PBAG09
00PBAG10
00PBGB01
00PBGB02
00PBGB03
00PBGB04
00PBGB05
00PBGB06
00PBGB07
00PBGB08
00PBGB09
00PBGB10
Potion Bag



===============================================================================
Belts
===============================================================================


00BELT01
Girdle

Girdles are generally similar to belts.  Unlike belts, girdles are not used to
hold up pants and dungarees, but to carry pouches, scabbards, and the like.



00BELT02
Golden Girdle

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:

Armor Bonus:  +3 vs. slashing weapons
Weight:  2 lb.


00BELT03
Girdle of Bluntness

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:

Armor Bonus:  +4 vs. blunt weapons
Weight:  2 lb.


00BELT04
Girdle of Piercing

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:

Armor Bonus: +3 vs. piercing weapons
Weight:  2 lb.


00BELT05
Girdle of Beatification

Priests of Helm in Berdusk consecrated this belt and gave it to the warrior 
Thom Wainwright, who had performed a number of great services for the church,
including the destruction of the Unseeing Eye and the cult that followed him,
the Blinded Acolytes.  Thom wore the girdle proudly until he fell into severe
debt in his later years.  To his undying regret, he auctioned it off to a well-
known priest of Mask.

STATISTICS:

Wearer is under the effects of a Bless spell while equipped
Weight: 2 lb.


00BELTAD
Arcs of Disredain

Disredain was an eccentric wizard who became enthralled with the manipulation 
of electricity.  In addition to the wands he created, Disredain made a number 
of experimental magic items during a fifteen-year period of frenzied research.
This belt was one of the items he did not think highly of.  Consisting of 
large, crescent-shaped slices of mottled copper sitting back to back, the belt 
is quite thick and unique in appearance.  A cleric of Talos named Ylkath wore 
the Arcs for three decades before he died of old age.  His companion, the 
Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three 
years before she was shot dead by pirates that survived one of her nautical 
attacks. The pirates sold the belt to a fence.  Its history past that point is 
unknown.

STATISTICS:

Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day
Resistance: 1/- Electrical Resistance
Weight: 3 lb.


00HFBTAD
Insulated Arcs of Disredain

STATISTICS:

Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day
Spell Power: Can cast the spell  Lightning Bolt 1/Day
Resistance: 2/- Electrical Resistance
Weight: 3 lb.


00BELTBG
Black Goat Girdle

Made by halflings, the Black Goat Girdle is sacred to all of their religious
sects.  Legends say that the Black Goat appeared to a nameless halfling village
that had been sacked by goblins during a terrible winter.  The tribe of 
warriors slew most of the halfling men, burned the fields, and took all of the 
town's livestock.  Broken but not hopeless, the villagers congregated for 
prayer in the burned chapel at the center of town.  Out of the smoke drifting 
over the edge of town, a black goat appeared with six kids, five black, one
white.  Over the course of six days, the kids grew, gave birth to more kids, 
and each previous generation died in the night.  The milk, meat, and hide 
provided by the goats helped the halflings survive through their harsh winter.  
After the six days of miracles had passed, the town tanner made a belt from the 
hide of the mother goat that had appeared out of the smoke.  Halfling tales 
often contain stories of halfling heroes wearing the Black Goat Girdle on their 
adventures, though no one has yet determined exactly where the legend truly 
originated.

STATISTICS:

Regeneration: Wearer heals 1 hit point every 3 rounds
Weight: 3 lb.


00HFBTBG
Blessed Black Goat Girdle

STATISTICS:

Regeneration: Wearer heals 1 hit point every 3 rounds
Saving Throw: +2 bonus
Weight: 3 lb.


00BELTDB
Dragon's Belt

A barbarian tribesman by the name of Edhan asked his shaman to enchant this 
belt for him.  Edhan risked his life hunting for young white dragons in the 
tundra north of Icewind Dale.  Though the risk was extreme, the foolhardy 
barbarian was wealthy beyond what most tribesmen can dream of.  As he aged, 
Edhan lost his edge.  The belt helped protect him in his later years.  
Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair 
of young whites. Barbarians from the Tribe of the Great Wyrm eventually 
recovered the warrior's body, but chose not to inter his body.  They traded his 
belt away with the rest of his equipment.

The front of the belt features a broad white dragon's chest scale.  Leather
lined with polar bear fur makes up the rest of the belt.

STATISTICS:

Saving Throw Bonus: +3 to Reflex saves
Weight: 3 lb.


00HFBTDB
Warded Dragon's Belt

STATISTICS:

Saving Throw Bonus: +3 to Reflex saves
Resistance: 6/- Cold Reistance
Weight: 3 lb.


00BELTLG
Little Giant

This belt of woven hair is a curious belt, and it is woven from a mix of red
dwarven hair and verbeeg giant hair.  It was originally worn as a substitute by
the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a
hundred giants after several raids by greedy verbeeg wiped out much of his
caravan trade from Upper Dorn's Deep.  Soon after his proclamation, the Little
Giant went in search of verbeeg camps, fighting them one after the other, until
he came across the Temple of the Forgotten God in the mountains bordering
Kuldahar.  It was said that he was brought into the Temple, and rather than 
risk more bloodshed, the priests agreed to reign in the verbeeg patrols from 
around Dorn's Deep and made reparations for the stolen goods.  Somewhat 
mollified, Burninghair left his woven belt in the hands of the Temple and swore 
peace with the verbeeg provided they kept their end of the bargain.  When the 
Temple was ransacked many years later, the strange belt was carried off by the 
attackers and lost in the North.

The Little Giant belt grants the wearer tremendous strength, most likely as a
side effect of the giant hair woven into the belt and the great anger that ran
deep in Burninghair's heart.  It is said that Burninghair's original belt that
predated the Little Giant was much more powerful, but he lost it while pursuing
a fleeing verbeeg across a river - apparently, the verbeeg was attempting to
carry off one of the Burninghair's ponies.  Furious over the loss of his
original belt, Burninghair simply added its loss to the list of crimes the
verbeeg would pay for.

STATISTICS:

Special:
 Strength: +4
Weight: 2 lb.



00BELTSS
Sash of Shadows

When this sash is tied about the waist, it seems to blend into the folds of
one's clothing so as to be almost invisible.  These sashes were initially worn
by stalkers in the service of Kresselack the Black Wolf on the day he sent them
out to search for a location for his final resting place... the sashes were
woven to prevent his enemies (and mages in the service of his enemies) from
learning of the movements of his stalkers.  Once the stalkers had found a tomb
worthy of Kresselack, he gave them deaths worthy of their station and took 
their sashes from them to line the walls of his tomb in the Vale of Shadows.

These sashes were carried from his tomb by fortune seekers many years past, and
they have since found their way to remote corners of the North.

STATISTICS:

Special:
 Constant Effect:  Non-detection while equipped.
Weight: 1 lb.


00HFBTSS
Sash of Hidden Shadows

STATISTICS:

Special:
 Hide skill:  +3
 Constant Effect:  Non-detection while equipped.
 Constant Effect:  Freedom of Movement while equipped.
Weight: 1 lb.



00HFBTLG
Dwarven Ogre

A masterwork any tailor would be proud of, the Dwarven Ogre is a thick leather
belt with a fringe of red dwarven hair and hill giant hair woven together to
grant the wearer great strength.  Fashioned by the dwarven giant slayer, the
Little Giant Hohn Burninghair, the buckle of this belt is actually the 
petrified eye of a firbolg shaman that Hohn fought during his travels.  In 
incorporating the eye into the belt, however, some of the essence of the shaman 
was transferred along with it, including the northern flu it had when 
Burninghair laid it low.  As a result, any creatures attempting to focus on the 
wearer will find tears springing to their eyes, clouding their vision, and find 
their heads begin to become stuffy and cold.  For some reason, this enchantment 
seems to interfere with the perceptions of dead creatures and constructs as 
well, but the reason for this is unknown.

Hohn lost this belt when he was attempting to wade across a stream in pursuit 
of a fleeing verbeeg giant who had made off with one of his ponies.  The belt 
was washed downstream and eventually ended up in the hands of a simple trapper, 
who traded the ugly thing to a wandering tinker.

This belt grants the wearer tremendous strength and also blurs the vision of
anyone looking at the wearer.  Due to the tears it causes in the eyes of anyone
looking at it, any warrior wearing one of these items is often told to take it
off by their companions.  When the belt wearer threatens to rip a tree out of
the ground and club the requester for asking, however, the matter is usually
dropped.

STATISTICS:

Special:
 Strength: +6 bonus
 Constant Effect:  Under the effects of the spell Blur while equipped.
Weight: 2 lb.



11BELTMK
Mercykiller's Belt

This belt is broad and thick, crafted from some otherworldly creature's hide 
and bound with strips of burnished copper.  Gleaming eerily from the center of 
the belt is a circular piece of polished green and cream malachite.  The emblem
shows, in bas-relief, a fanged, winged serpent with its open mouth facing
outward.  Small, thick copper loops run between the thick hide and the stone
emblem to hold it in place.  Two thick steel buckles hold the belt together at
the back of the wearer.

Investigation reveals that this belt was made four hundred years ago for Factor
Dom, a warden for the outer-planar Mercykillers faction.  Known throughout the
planes for their vicious definition and application of justice, the 
Mercykillers are strongest in planar cities like Sigil, the City of Doors.

Dom was a warden of the Prison, Sigil's dumping ground for criminals.  He 
became legendary within the organization after his involvement in the Great 
Break. Members of the rebellious Free League engineered the only mass escape 
from the Prison in its history.  Over one hundred prisoners managed to get out 
of the Prison and escape the Lady's Ward, though hundreds more were turned back 
to their cells or died in their escape.  Dom was stripped of his Factor rank in 
the Mercykillers for failing to stop the revolt.  In addition, he spent five 
years in the Prison himself.  When he was set free, he set out on a thirty-year 
quest to bring every escaped criminal to justice.  By the time Dom had 
captured, killed, or verified as dead eighty of the one hundred criminals, the 
remaining twenty banded together to evade him.

When Dom reached the age of sixty-seven, he had this belt made for him to
augment his failing strength.  Three years later, he finally captured the last
of the prisoners and brought them, kicking and screaming, all the way back to
the cell from which they had escaped thirty years earlier.  Dom reported to the
current warden, filled out the appropriate paperwork, and fell dead from
exhaustion within the hour.

STATISTICS:

Strength: +2
Weight: 3 lb.


11BELTSB
Sash of the Black Raven

The Sash of the Black Raven is rumored to be a symbol of one of the disciples 
of the Black Raven monastery, a sanctuary located deep within the heart of the
Spine of the World Mountains.  According to legend, the Black Raven is a near
mythical figure in Uthgardt legends, a punishing spirit from the underworld who
emerged on the surface world many years ago to teach the barbarians humility 
and break their arrogance.  Described as a dark-skinned man with burning eyes 
and bloodied chains hanging from his wrists, the stories that circle the Black 
Raven frequently tell of his epic struggles against slavers and injustice 
throughout the North and the southern kingdoms.  Some historians speculate that 
the Black Raven may have been a drow or half-drow, but others claim that he was 
a minor or quasi-deity dedicated to ending slavery and oppression.

This black sash is made of fine silk, perhaps spider silk, and it is worn 
looped around the waist.  While worn, it helps the wearer focus in combat, 
freeing his mind of all distractions and channeling his inner energies to 
defeat his foes. When worn by any class other than a monk, it immediately 
unknots itself and falls to the ground.


STATISTICS:

Special:
  +1 Attack Bonus to all attacks
  Immunity to Confusion and Feeblemind
Weight: 0 lb.


11HFBTSB
Binding Sash of the Black Raven

STATISTICS:

Special:
  +2 Attack Bonus to all attacks
  Spellward:  Immunity to the spells Confusion, Feeblemind, Sleep, 
   Charm Person, and Cloak of Fear
Weight: 0



===============================================================================
Blunt Weapons (Maces, Morningstars, Hammers)
===============================================================================


00CWBLUC
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:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed



00CWBLUE
Masterwork Mace

The mace is a direct descendant of the basic club, being nothing more than a
wooden shaft with a stone or iron head mounted on the end.  The head design
varies; some being spiked, others flanged, and still others have pyramidal
knobs.

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00CWBLUF
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:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CWBLUG
Morningstar

The morningstar is a wooden shaft topped with a metal head made up of a spiked
iron sheath.  Morningstars have an overall length of about four feet.  Some 
such weapons have a round, oval, or cylindrical shaped head studded with 
spikes. Extending from most morningstar heads, regardless of design, is a long
point for thrusting.


00CWBLUH
Masterwork Morningstar

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00CWBLUI
Morningstar +1

The morningstar is a wooden shaft topped with a metal head made up of a spiked
iron sheath.  Morningstars 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:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00CWDRI3
Mace +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CWHAMB
Masterwork Warhammer

Mounted knights cannot effectively use long pole weapons while on horseback, 
and as a result, many weapons have been fitted with shorter shafts so they may 
be wielded with just one hand.  Maces and flails are two previous examples of 
this - the warhammer is another.  The horseman's warhammer 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 18 inches long.

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00CWHAMC
Warhammer +1

Like others of its type, this warhammer is made entirely of steel, with a bone-
crushing hammer mounted upon an 18" shaft.  It has also been bestowed with a
small number of magical properties, however, thus making it more effective in
combat.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00CWHAME
Flaming Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Flame: 50% chance of +1d6 fire damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM01
Warhammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM02
Masterwork Warhammer

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM03
Warhammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM04
Warhammer +2

This hammer is a by product of a gnomish inventors practical joke. Apparently,
an industrious little gnome was able to create a special alloy that was capable
of retaining a sizeable electric charge. He cleverly wove metal strands of this
alloy into his leather work gloves and greeted guests with hilariously shocking
results. That is until he shook the hands of a passing dwarven weaponsmith.
Rumors say, the shock was so intense that the poor fellows beard caught fire. 
In exchange for his life, the gnomish inventor relinquished the secret to his
special alloy to the dwarven weaponsmith, who now makes a comfortable living
fashioning various weapons using the alloy.

STATISTICS:

Damage:  1d8 + 2  (+1d4 electrical)
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM05
Warhammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM85
Warhammer +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM86
Warhammer +4

STATISTICS:

Damage:  1d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM87
Warhammer +3

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM88
Hammer of Bludgeoning +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
   (Fortitude negates)
Weight: 9 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM89
Stunning Frost Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Crushing
Special:
  Frost: 50% chance +1d6 cold damage
  Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save 
   to resist)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM90
Hammer of Dispelling +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Dispelling: 25% chance Dispel Magic on target (Will save to resist)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM91
Corrosive Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Corrosion: 50% chance +1d6 acid damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM92
Biting Hammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Piercing: 50% chance +1d6 piercing damage
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM93
Lawful Hammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Lawful: 33% chance of +2d6 damage against chaotic creatures
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM94
Holy Hammer of Corrosive Burst +5

STATISTICS:

Damage:  1d8 +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Holy: +2d6 damage against evil creatures
  Corrosive Burst:  +1d6 acid damage and 10% chance of +1d10 extra acid damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM95
Hammer of Dispelling +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Dispelling: Target must make a Will save or come under the effects of Dispel
Magic
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM96
Warhammer of Might +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast spell Draw Upon Holy Might 2/day
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM97
Resistant Hammer of Liquidity

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage
  Resistance: 2/- Magic Resistance
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM98
Flaming Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Flame: 50% chance of +1d6 fire damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM99
Warhammer of Sparks

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Shock: 50% chance of +1d6 electrical damage
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMMPH
Protean Hammer

This hammer was created by an ingenious gnomish inventor and wizard named Airon
Broune. Actually no one really knows if Airon is a gnome or not because no one
has actually seen him. Apparently overnight he had taken over an abandoned shop
at the edge of small town. One day the shop was vacant and then the next it was
boarded up tight with signs in every language telling passersby to go away.
Infuriated, the previous owner demanded he leave, but quickly relinquished his
claim to the shop when a large sack of gold appeared at his feet. The very next
day, mysterious notes began to appear all over town. They all contained the 
same message and read as follows:

**************************************

Bring potatoes. Will pay in gold.

-Airon Broun

**************************************

Intrigued, a few townspeople decided to take him up on his offer and delivered
sacks of potatoes to the shop. They would shove the potatoes into a delivery
chute located in the back of the shop and then soon after a small sack of gold
would appear, usually five times the going rate of the potatoes. The better the
quality of the potatoes the more gold would appear. News soon spread of this
wonderful offer and it was not long until every potato in town was sold to the
curious gnome. No matter how many potatoes one delivered, there always appeared
a sack of gold for payment.

Needless to say, every farm for miles around started growing potatoes. Each
farmer would try to outdo the other by producing the biggest and tastiest
potatoes. This continued on for years until finally, the quality of potatoes 
was so good that instead of gold appearing, magic items of all sorts would 
appear. Not realizing the magical nature of the items given, the farmers sold 
them to passing merchants in disgust and stopped farming potatoes altogether. 
This hammer is one such item. By inserting special enchanted plates into the 
head of the hammer, the user is able to modify the abilities of the hammer. 
This particular hammer comes with plates that will do extra acid, cold, or fire
damage.

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special 1:
  Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage
Special 2:
  Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
Special 3:
  Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HFHMPH
Masher

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special 1:
  Impact: Critical hit on rolls two lower than normal
  Corrosive Burst: +1d6 acid damage and 10% chance of +2d10 extra acid damage
Special 2:
  Impact: Increases chance of scoring a critical hit
  Flaming Burst: +1d6 fire damage and 10% chance of +2d10 extra fire damage
Special 3:
  Impact: Critical hit on rolls two lower than normal
  Frost Burst: +1d6 cold damage and 10% chance of +2d10 extra cold damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMMSC
Stormcaller

This head of this heavy hammer is made from adamantine steel.  The haft is
carved from solid oak and wrapped in thick cured leather.  A mithril spike is
attached to the haft where it protrudes from the head.  When drawn, the weapon
glows with a soft blue luminance.

Stormcaller can call upon the elemental power of lightning.  Two times per day
the user can cast a shocking grasp spell, and once per day call lightning down
from the sky.  Stormcaller is another weapon crafted by the dwarven smith
Braegar of Dorn's Deep.

STATISTICS:

Damage: 1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Bludgeoning
Special:
  Spell Power: Can cast the spell Shocking grasp twice per day
  Spell Power: Can cast the spell  Lightning Bolt once per day
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HFHRSC
Hammer of Lightning

STATISTICS:

Damage: 1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast the spell Gedlee's Electric Loop twice per day
  Spell Power: Can cast the spell Chain Lightning once per day
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT01
Throwing Hammer

Your typical throwing hammer consists of a thick, short handle fitted with a
heavy metal head. When thrown these weapons can strike with tremendous force.
Often times, enemies who try to block a thrown hammer with a shield will have
their arms broken from the impact.

STATISTICS:

Damage:  1d4
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed



00HAMT02
Masterwork Throwing Hammer

STATISTICS:

Damage:  1d4
Attack Bonus: +1
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed



00HAMT03
Throwing Hammer +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT04
Throwing Hammer +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT05
Throwing Hammer +3

STATISTICS:

Damage:  1d4 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT06
Throwing Hammer +4

STATISTICS:

Damage:  1d4 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT07
Throwing Hammer +5

STATISTICS:

Damage:  1d4 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT08
Returning Throwing Hammer

STATISTICS:

Damage:  1d4
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Special:
 Returning: Returns to user
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT09
Returning Throwing Hammer +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Special:
 Returning: Returns to user
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT10
Throwing Hammer of Thunder +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Special:
 Returning: Returns to user
 Shock: +1d6 electric damage
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00MACEAR
Azure Rod

An azure rod is not a unique item, but certainly a rare one.  Each is fashioned
from a durable silvery-white alloy and capped with a large, softly glowing
sphere of lapis lazuli.  Intricate designs wind their way around the azure
rod's shaft and head, but none serve to indicate who or what might have had a
hand in their creation.

An azure rod slowly draws in and collects the power of Goodness itself, using
the energy to both harm evil creatures and invigorate the rod's bearer.  Oddly
enough, though, the rod functions perfectly well in any hand, whether that of
the holiest of priests or darkest of scoundrels.

STATISTICS:

Damage:  1d4  +2
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Sacred: +1d6 damage to evil creatures
  Invigoration: +5 Max Hit Points when equipped
Weight: 5 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00HFMEAR
Glowing Azure Rod

STATISTICS:

Damage:  1d4  +4
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Sacred: +2d6 damage to evil creatures
  Healing: 33% chance to cast Cure Light Wounds on bearer whenever he or she is
   struck
Weight: 5 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACECF
Clenched Fist

This rusty iron scepter has been shaped to resemble a hand curled into a fist,
and it has a slight miserly look about it.  It looks to be some ancient symbol
of office, but from what court or temple, you cannot tell - it may have been
hundreds of years ago in some forgotten province.  The scepter can easily be
wielded as a mace, and an effective one as well.

For some reason, when the wielder holds the mace in their left hand and puts
their right hand, palm upwards, beneath the head of the mace, the iron hand
uncurls and drops a gold piece into the owner's open palm.  This "gold blessing"
can be done only once per day.

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:  Create one gold piece 1/day.
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00HFMECF
Iron Hand of Ohanion

...

For some reason, when the wielder holds the mace in their left hand and puts
their right hand, palm upwards, beneath the head of the mace, the iron hand
uncurls and drops a gem into the owner's open palm.  This "blessing" can be 
done only once per day.

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +3
Damage Type:  Bludgeoning
Special:  Creates a gem 1/day.
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTRMG
Morning Glory

Morning Glory is a finely crafted weapon.  The head is constructed of mithril
with blunted steel spikes of a golden color.  The haft is fashioned from highly
polished oak with a reinforced steel center.  The pommel of the weapon is 
capped with a seal depicting the rising sun.

This was once the favored weapon of a priest of Lathander, the morning lord, 
the god of renewal and rebirth.  It is renowned for its healing abilities.  The
weapon can cure light wounds thrice per day or cure critical wounds once per
day.

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast Cure Light Wounds thrice per day
  Spell Power: Can cast Cure Critical Wounds once per day
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00HFMRMG
Lathander's Gift

Lathander's Gift is a finely crafted weapon.  The head is constructed of 
mithril with blunted steel spikes of a golden color.  The haft is fashioned 
from highly polished oak with a reinforced steel center.  The pommel of the 
weapon is capped with a seal depicting the rising sun.

This was once the favored weapon of a priest of Lathander, the morning lord, 
the god of renewal and rebirth.  It is renowned for its healing abilities.  The
weapon can cure moderate wounds thrice per day or heal once per day.

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast Cure Moderate Wounds thrice per day
  Spell Power: Can cast Heal once per day
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTRMS
Mountains of Selune

The head of this morningstar is made of some curious metal that seems to bend
and drink the light around it.  At night, it gives off a soft glow like the moon
Selune, and it seems to guide the wielder's hand in combat, like a lodestone
draws iron.  Its origins are a mystery, but its effectiveness in combat has been
proven on countless fields of battle.

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Spellward: Wielder immune to Blindness
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00HFMRMS
Mountains of Selune

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Spellward: Wielder immune to Blindness
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE01
Mace

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MACE02
Masterwork Mace

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MACE03
Mace +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE89
Mace of Bludgeoning +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE90
Mace of Opposing Elements

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Flame: 50% chance +1d6 fire damage
  Frost: 50% chance of +1d6 cold damage
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE91
Sure Strike Mace

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE92
Mace of Stunning Frost Burst

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Stunning: Fortitude save or target is stunned for 1/2 combat round
  Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE93
Mace of Evil Protection

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Spell Power: Casts Magic Circle Against Evil 2/day
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE94
Mace of Holy Smite

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Infrequent Spell: 33% chance target is affected by spell Holy Smite
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Holy: +2d6 damage to evil creatures
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE95
Flaming Burst Mace of Disruption

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
  Disruption: All undead and outsiders hit by weapon must make a Fortitude save
   or be destroyed
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE96
Mace +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE97
Mace +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE98
Mace +3

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE99
Mace +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR01
Morningstar

STATISTICS:

Damage: 1d8
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MSTR02
Masterwork Morningstar

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MSTR03
Morningstar +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR84
Lightning Star +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Shock: 50% chance +1d6 electric damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR85
Morningstar of Poisoned Thorns

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR86
Morningstar of Glory

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
  Impact: Increases chance of scoring a critical hit
  Crushing: +3d6 Bludgeoning damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR87
Morningstar +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR88
Morningstar +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR89
Morningstar +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR90
Morningstar +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR91
Stunning Star of Speed

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Speed: 2 additonal attack per combat round
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
  Stunning: 50% chance target is stunned for 1/2 round (Fortitude save to
   resist)
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR92
Star of Quills +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Wounding: Causes 5 hit points of damage per round for 10 rounds. Multiple
   wounds are cumulative. (Fortitude negates)
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR93
Morningstar of the Eternal +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Vampiric: 25% chance of 2d4 hit points drained from target and added to
   wielder (Fortitude save for none)
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR94
Corrosive Star +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Corrosive: +1d6 acid damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR95
Morningstar of Thorns +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Piercing: +1d6 piercing damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR96
Flaming Star +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Flame: +1d6 fire damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR97
Morningstar of Warding +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Deflection Bonus: +1
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR98
Static Star +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Shock: +1d6 Electrical damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR99
Holy Morningstar +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Holy: +2d6 damage to evil creatures
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


11CLUBMK
Memories of Kuldahar

This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, 
a mighty oak far to the southeast of Targos.  The great oak is believed to be a
gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering
hundreds of feet into the sky and providing a great circle of warmth to all who
live beneath its sheltering limbs.  For many, the tree represents a peaceful
symbiosis between town and nature, and the tree is revered as a holy site by
druids throughout Faerun.

When the town of Kuldahar was laid siege by the great evil from the Spine of 
the World Mountains in the Year of the Cold Soul, 1281 DR, the great tree of
Kuldahar